Rhaw Rhaw

Map Layout

Map Layout

Hello and yeah this is my 1st post and after playing beta 2 this is this is the question that comes to mind.

I was wondering if the map system that exists in the current beta is the same system intended for the final game. What I mean is the jump routs from planet to planet and solar system to solar system.

Is the focus supposed to be on combat inside a solar system or is it intended to be on a larger scale "interstellar". As of right now invading a planet feels like trying to invade a solar system and invading another solar system feels like invading a galaxy. Is this dynamic going to change or is this the basic idea for the final version?
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Reply #26 Top

also i totally agree with what Rhaw said about sensors! It's a bit sad at the moment that once ive arrived in a system I immediately know everything thats in it it seems to me it would be a lot more strategically interesting and therefore, fun if you could hide ships behind asteriods, moons, planets etc.

It could add a neat additional tactical element for enemy ships (or ships in a non-aligned planet's gravity well) to have limited line-of-sight as a kind of sensor range.  Hmm, not sure how this would work out though unless it was limited to stuff on the opposite side of a planet being hidden (since everything facing a fleet would be visible to it). At which point, does it really add enough to be worth doing?

Reply #27 Top
Well, as to whether its worth doing it depends on how much of an issue you think it is that there's never any surprise when you enter a planets gravity well the idea in this case would be adopted within the open solar system format, so theyd be more scope for hiding things.

Stealth fields are something simillar are another idea? :O
Reply #28 Top
Sensor limits right now with the current system would be mostly pointless. While simple line of sight makes sense the minute your fighter breaks over the horizon you would see all. It would end up being a nice reality feature that nobody would notice or be able to really use to their benefit.

We all could brain storm until the cows come home, but if the ideas aren’t possible to implement in the current game at this state it makes no difference.   What is possible along the lines free roam in the game? If it was implemented is there only one form that it could take and how much time would it consume to do anything else? In some cases it’s like shooting fish in a barrel not just whack a mole with the current system.  

Was the past system just jump lanes to every planet or was it different? My basic idea centered on increasing the stars gravity well to encompass the entire system. The system could be kept the same size or made smaller. If you think about it with a large system the amount of time needed to travel (w/o jumping) would offset the whack-a-mole problem. The time sink wouldn’t be much different and you could put your fleets where you want them in space and intercept if possible. Incoming fleets wouldn’t have to be a surprise if there were long range planetary sensors.  
Reply #29 Top
well the alternative would be to give the ships a limited "phasespace range". in essence it would act like phaselines, but you all planets within a certain range would be connected, not just a few (and the others for some wacky reason detatched)


Actually I was thinking something along those lines too. You could restrict the range of phase-jumps and with orbiting planets, distances between planets would change. So while your homeworld was originally within jumping distance of all your captured planets, half an orbit later, it is now relatively close to enemy planets.

This would also bring back the need for the extended phase jump range research.