Forums » Suggestions
Sector grid maps
Currently the NavComp only shows grid squares for the system you're in. For example, if I'm in Dau, the grid only shows squares for the Dau system; however, as anybody who's played the game for even a few hours can tell you, individual sectors are enormous. This can be troublesome for miners who find a good pile of rocks, or others who want to meet in a very specific location. The NavComp zooms from universe to system, but I would like to see a system to sector zoom to aid navigation and the ability to find particular rocks and other locations a second time.
Way back when I used to mine my trick was to look for "land marks" and remember general features but, yeah this would be cool. I think I recall one of the Devs talking about this too.
Sectors are pratically infinite. And VO environment does not have intra-sector mapping of any kind.
Some use landmarks, like head towards the main star, but no coordinate system is provided per design choice.
And I don't think that Incarnate plans on changing that...
Some use landmarks, like head towards the main star, but no coordinate system is provided per design choice.
And I don't think that Incarnate plans on changing that...
The infiniteness of a sector depends on what you're trying to do. For raw travel, perhaps. But for combat or even looking at the sights (assuming there was anything out there to see), the loss of precision with distance from the sector's origin makes them pretty finite.
Large low-res coordinates could be used to allow a rough sense of location without too much ability to automate things. E.g., three integers with 1km resolution. They would only narrow it down to a 1 cubic km region.
But I'm perfectly fine with no coords either.
Large low-res coordinates could be used to allow a rough sense of location without too much ability to automate things. E.g., three integers with 1km resolution. They would only narrow it down to a 1 cubic km region.
But I'm perfectly fine with no coords either.
"And I don't think that Incarnate plans on changing that..."
Actually, now that I think on it...I'm nearly 100% certain it was Inc I talked to about it. He was saying something about multiple stations/massive stations in the same sector and that when happens, significantly more detailed sector maps would likely have to be introduced... possibly even in sector jumps.
I wouldn't count on it soon though, he seemed to be talking long term.
Actually, now that I think on it...I'm nearly 100% certain it was Inc I talked to about it. He was saying something about multiple stations/massive stations in the same sector and that when happens, significantly more detailed sector maps would likely have to be introduced... possibly even in sector jumps.
I wouldn't count on it soon though, he seemed to be talking long term.
Yes, Incarnate plans on changing that. Here's a link to the RFC thread (from 2006, do not post on there or revive), with some relevant text below:
Why do I want to make it easier to move within sectors? Well, for one thing.. there's a tremendous amount of "space" that is currently unused, that I would like to make use of. Sectors tend to have one and only one point of interest (station, wormhole, etc). I have always wanted multiple stations spread out across a sector.. plus intra-sector navigation and a point to give more geaographical meaning to your moving about in space. I think we lost a lot of that when we moved to the "new" (post-alpha) universe and navigation system. We don't have any Stuff that's Interesting and worth visiting. If there's a cluster of asteroids way out there, then there should be some value in going there (special NPC who offers mission, unusual minerals, whatever), and getting there shouldn't be an irritating exercise of holding "tab".
And more recently here (2009, also do not revive):
The reason why a radar limit is needed, is due to the long-range intent of sectors. I am aiming to have intra-sector jumps with multiple "locations" (possibly including stations, etc) within single sectors. Radar range limits the distance at which network information needs to be sent to the client. Unlimiting that could be.. sub-optimal, especially in conditions where something "big" (a battle, whatever) is happening a great distance away. You don't really need to know about the big convoy undocking 2 kilometers away at that other station in the sector, it just isn't that important. Having some reasonable limit on radar range is useful in this way.
Clearly, from the dates, those have not been top priority. But there are still on the roadmap. It also figures into how the piloting of large capships was intended to work. I can't speak to exactly how it'll be implemented (jumping to a nav beacon you've left yourself, or with a grid, or both, or a "fog of knowledge" forcing the user to explore the sector first.. or.. 3948 other things). It'll probably be a staged implementation, like most of our development.
Why do I want to make it easier to move within sectors? Well, for one thing.. there's a tremendous amount of "space" that is currently unused, that I would like to make use of. Sectors tend to have one and only one point of interest (station, wormhole, etc). I have always wanted multiple stations spread out across a sector.. plus intra-sector navigation and a point to give more geaographical meaning to your moving about in space. I think we lost a lot of that when we moved to the "new" (post-alpha) universe and navigation system. We don't have any Stuff that's Interesting and worth visiting. If there's a cluster of asteroids way out there, then there should be some value in going there (special NPC who offers mission, unusual minerals, whatever), and getting there shouldn't be an irritating exercise of holding "tab".
And more recently here (2009, also do not revive):
The reason why a radar limit is needed, is due to the long-range intent of sectors. I am aiming to have intra-sector jumps with multiple "locations" (possibly including stations, etc) within single sectors. Radar range limits the distance at which network information needs to be sent to the client. Unlimiting that could be.. sub-optimal, especially in conditions where something "big" (a battle, whatever) is happening a great distance away. You don't really need to know about the big convoy undocking 2 kilometers away at that other station in the sector, it just isn't that important. Having some reasonable limit on radar range is useful in this way.
Clearly, from the dates, those have not been top priority. But there are still on the roadmap. It also figures into how the piloting of large capships was intended to work. I can't speak to exactly how it'll be implemented (jumping to a nav beacon you've left yourself, or with a grid, or both, or a "fog of knowledge" forcing the user to explore the sector first.. or.. 3948 other things). It'll probably be a staged implementation, like most of our development.