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Explore the System (New Exploration Idea)

SystemSystem Member, NoReporting Posts: 178,019 Arc User
Explore the System (New Exploration Experience)
Synopsis:
Explorations missions would occur inside large, explorable "system spaces." These would be complete systems, including every planet and mission opportunity (meaning tackling an entire "system" worth of content might reward you with, for example, one or two grades worth of experience).

First, it is key to this concept is the random generation of star systems, planets, moons, asteroids, and various other features
Second, setting down the physical structure determines random missions (i.e. no outdoor ground missions if the system has no planets.)

These major system features would be part of a larger mission (charting a system) as well as potentially have their own space or ground missions associated as well.

What is below are randomized tables for creating systems and missions (broken down even by type).

This is heavily inspired by randomized tables in Dungeons and Dragons and are easier to translate to programming logic than some nebulous concepts floating around in other posts.

Preface:
The current exploration system is oftentimes criticized by the community.

As such, I hope to provide tables and suggestions on how to improve the system exploration mechanic in Star Trek Online: from the "system space" concept, generation of systems, mission structures based on system composition, etc.

Doing this in a table format is easiest to translate into programming logic (if-else loops, etc.) should these rules be adapted to a system generator (with random generators used for each element)

Wherever possible, I'll link to external resources for further reading (i.e. real science).

Overview:
I. Star System Generation
a. Stars
b. Planets, Asteroid Fields, and other Features

II. Mission Structure for Systems
a. Guaranteed System Missions
b. Space Missions
c. Ground Missions

III. Developer Notes/Programming Order Supplemental
IV. System Information Enhancement (Anomaly type listing for system, etc.)
V. Implementation: Static v. Dynamic, Server v. Client
VI. Name List Links



I. Star System Generation

a. Stars
Star Types
Single Star System
Binary Star System (does second pass during Star Size/Star Color)
Star Size
Ia -- Very luminous supergiants
Ib -- Less luminous supergiants
II -- Luminous giants
III -- Giants
IV -- Subgiants
V -- Main sequence stars (dwarf stars)
VI -- Subdwarf
VII -- White Dwarf
x -- Neutron Star
xx -- Pulsar
TRIBBLE -- Brown Dwarf
Star Color
Blue
Blue to White
White to Yellow
Orange to Red
Red


b. Planets, Asteroid Fields, and other Features
(there would need to be some upper limit for the number of bodies in system - this is engine based)
Types of Features
Planet
Planet with Moons
Asteroid Field (our own solar system has major asteroid field)
Other (i.e. large gas clouds)
Planet Type
Gas Giant (i.e. Jupiter, Saturn)
Ice Giants (i.e. Uranus, Neptune)
Terrestrials (i.e. Mercury, Venus, Earth)
Dwarf Planets (i.e. Pluto, Ceres)
Broken Planets
Moon Type:
See planet types (exclude gaseous)

II. Mission Structure for Systems
Note: The number of missions would vary based on number of features in the system that would support them plus a degree of randomness (i.e. 5 missions amongst 9 planets - in addition to the two "meta" system-wide missions).

a. Guaranteed System Missions
Guaranteed missions while in System Space (allowing players to potentially role-play pure exploration/science missions):
"Chart major planets/moons/asteroids" mission
"Resource gathering" mission - randomly place anomalies throughout System Space Map

For each mission type below, have randomized lists ready for features to scan/fix, level appropriate mobs to kill, etc. Key to making it unique is using the variety of assets available - tied to a random item on a list.

b. Space Missions (can occur around any feature)
Destroy
Group (random attackers)
Escort (make sure ship isn't destroyed)
Travel
Scan Satellites/Bases/Anomalies
Transport item to from current planet to another feature
Aid
Supplies (can be replicated or purchased from wandering traders in Exploration "Cluster/Nebula Space")
Craft (fewer required compared to supply missions but must be made by player. i.e. experimental disease hypo, etc.)

c. Ground Missions
Destroy
Offensive Mobs/Known Threats
Escort (kill mobs that approach target; can be failed)
Travel
Observe Aliens Groups
Scan Anomalies/Artifacts/Generators
Aid
Heal (heal mobs w/ tricorder)
Beam up (beam mobs up to ship)

III. Developer Notes/Programming Flow Supplemental
These are random tables - working from largest (System Space) to the smallest (Ground Mission Types)

Generation would go in this order for creating random star systems:

Developers would need to tie art assets to each option on the list (go modular is great motto here)
1) Star Type (determines if single or binary star system)
2) Star Size (what color = subtype of stars, i.e. neutron, dwarfs, supergiants, etc.)
3) Star Color (assuming it wasn't assigned brown or white dwarf)
Devs would need to determine at this point what the optimal random numbers of major features in a galaxy could be (stars, planets, moons, asteroid belts)
4) Major Features (i.e. planets, moons, asteroid belts
5) Planet or Moon types (depending on the results from 4)
From here, developers would need to tie space missions to certain major features.
"Explore the System" objectives would be generated based on past five steps.
Random Anomalies would need to be generated as well
6) Space Mission Types (create several archetypes, i.e. Attack, Aid, Scan), tie them to random planets
7) Ground Mission Types (tie them to planets that support life (terrestrial - see above notes on archetypes)
It'd be a lot of work but you could tackle these items in this order (generating just 1 art asset for a particular star color or type, same for planets).

IV. System Information Enhancement (Anomaly listing for system, etc.)
Upon entering a system, a scanner window will come up stating one or more of the follow:
  • Star Type/Color
  • Numbers of Planets/Type
  • Number of Moons (and which they revolve around)
  • Number of Asteroid/Dust/Energy Fields
  • Hostile Forces (list around which planets they orbit)
  • Anomalous Readings (list types of anomalies found in Star System Space)

V. Implementation: Static v. Dynamic, Server v. Client
Should this content be generated before players load (allowing developers to release it more quickly and fix broken components on released random, system space maps? Or should this system be entirely dynamic, created on the fly?

Here are Pros and Cons of each system:
Static (randomly pregenerated maps - say 30 per month):
+Allows release sooner
+Fewer/simpler bugs/balance
-Less Variety/Freedom
Dynamic (randomly generates each time you load - on the fly):
+More robust
+More variety/freedom
-Potential for more bugs/imbalance
-longer development time
If dynamic, then we encounter the following:
Server Side:
+No hacks
-Uses more resources: bandwidth (might even out), processing time, RAM
Client Side:
+No worries about lag
-Potential for hacks
VI. Naming Lists Supplemental
These are names for entire systems - supplemented by random numbers to flesh out the huge variety of objects in a system
Post your ideas/suggestions/complaints below and I"ll try to change the OP to reflect!

Benefits to Developers:
Once the burden of organizing randomized tables was overcome and art assets tied to features, the developers would have a near limitless amount of content. Not just content that feels small and random but large, over-arching systems with meta-goals that form their own plot.

Imagine players finishing one of these massive systems and telling his/her fleet "hey, we just took down an armada but saved dozens of civilians on freighter while explore the [insert random but memorable random system name]."

Imagine still that with simplified missions objectives (verb noun in noun system) would be a trade-off. However, players would have devoted so much time to a system with distinct, memorable features that they just might want to invite friends or fleet members along for the ride!
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Post edited by Unknown User on
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Comments

  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited March 2010
    Nice idea, and one that I wouldn't mind seeing. Not sure how viable it would be though from a computing point of view.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited March 2010
    eryx_uk wrote: »
    Nice idea, and one that I wouldn't mind seeing. Not sure how viable it would be though from a computing point of view.

    It wouldn't be too hard - you'd just need to a massive amount of planning ahead of time (data flow, use of if-else loops).

    The great thing is that small details (like an alien race during a ground combat mission) can be done easily and modularly (since it's as simple as adding another race to a list).

    As for computing resources, it might actually be easier than constantly feeding a random mission out to players every 15 minutes (instead, players would need the random calculations done once every two to five hours, since it's all done at once). This might alleviate bandwidth issues with too many players making requests at once by instead making their requests less frequent by doing more calculations.

    I'd be happy to have a minute long load time in order to enjoy exploring an entire system - versus 10 second load times for 15 minutes worth of content. :)
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited March 2010
    Not a bad idea. I have found the exploration aspect of STO somewhat lacking.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited March 2010
    Not a bad idea. I have found the exploration aspect of STO somewhat lacking.

    This might not be perfect but it'd at least be "Dungeons and Dragons Random Adventure Generator" quality. :)

    I mean, really, why haven't the Devs looked beyond videogames to see how other games tackle randomness and variety?

    D&D should know - they have books dedicated to just rolling tables for adventures/missions/quests/whateveryoucallthegameplaymechanic
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited March 2010
    bump. this should be implemented
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited March 2010
    This is one heckuva great idea.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited March 2010
    I revised some of the text to make it clear.

    These are random tables - working from largest (System Space) to the smallest (Ground Mission Types)

    Generation would go in this order for creating random star systems:

    Developers would need to tie art assests to each option on the list (go modular is great motto here)
    1) Star Type (determines if single or binary star system)
    2) Star Size (what color = subtype of stars, i.e. neutron, dwarfs, supergiants, etc.)
    3) Star Color (assuming it wasn't assignt brown or white dwarf)

    Devs would need to determine at this point what the optimal random numbers of major features in a galaxy could be (stars, planets, moons, asteroid belts)

    4) Major Features (i.e. planets, moons, asteroid belts
    5) Planet or Moon types (depending on the results from 4)

    From here, developers would need to tie space missions to certain major features.
    "Explore the System" objectives would be generated based on past five steps.
    Random Anomalies would need to be generated as well

    6) Space Mission Types (create severl archetypes, i.e. Attack, Aid, Scan), tie them to random planets
    7) Ground Mission Types (tie them to planets that support life (terrestrial - see above notes on archetypes)

    It'd be a lot of work but you could tackle these items in this order (generating just 1 art asset for a particular star color or type, same for planets).
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited March 2010
    Is it just me or is this idea actually introducing real exploration?

    Thumbs up friend, hope this gets noticed.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited March 2010
    Threather wrote:
    Is it just me or is this idea actually introducing real exploration?

    Thumbs up friend, hope this gets noticed.

    The great thing is if a random diplomacy mission generator is created - it could be modularly added into the Destroy/Aid/Travel missions types as a fourth type.

    You build one giant system by doing one component at a time.

    Some features I need to add:
    *Random System Naming Lists
    . . . . . . check out this list for 100s of random Greek Deities, Titans, Subdeities, etc:
    . . . . . . http://en.wikipedia.org/wiki/List_of_Greek_mythological_figures
    *Random Culture Naming Lists
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited March 2010
    The OP's idea sounds really good, I like it.

    It would also be nice to be able to convert badges from a lower order up to a higher order .. i really don't care what the conversion rate is but, I think its only fair. It needs to be a fairly heavy penalty/lots of lower to make one higher to keep the upper level Captains from just farming lower and converting but, i still think its something that needs to be allowed.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited March 2010
    SpockOn wrote:
    The OP's idea sounds really good, I like it.

    It would also be nice to be able to convert badges from a lower order up to a higher order .. i really don't care what the conversion rate is but, I think its only fair. It needs to be a fairly heavy penalty/lots of lower to make one higher to keep the upper level Captains from just farming lower and converting but, i still think its something that needs to be allowed.

    A good idea would be adding a few badges from the next tier (say 10 or so) for completing all the missions in the system. Since a player could potentially level in just one large system.

    There needs to be enough content to justify creating this every time but there also need to be limits due to hardware and calcuation time constraints.

    I'll leave that portion up to the developers.

    This would also give the feeling that a system is "massive" - and incentivize grouping for Exploration in this fashion (perhaps adding two options for players: the original (current) exploration system and this new one for those who have more time to play).

    Imagine grouping for exploration missions for an hour's investment - charting the system with buddies and hoping into an away mission if need be.

    It'd also work with the optional DP (imagine stumbling across a few battleships and having to call in fleet members or you teammate on the far side of the system - letting us organically create the feeling of engaging Romulans or Klingons or Borg).
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited March 2010
    I stamp my approval on this thread.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited March 2010
    Relict wrote: »
    I stamp my approval on this thread.

    Thank you, sir. A scholar, a gentleman, and quite the fetching fedora! :)

    How can I refine this into a clearer, more robust, and yet concise proposal to the developers?

    The more we do on our end, the less they need to do on their end: meaning more content and much sooner. :)
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited March 2010
    Added System Information Enhancement (see section IV)

    It adds the following on a read-out upon entering "system space":
    • Star Type/Color
    • Names of Planets/Type
    • Names of Moons (and which they revolve around)
    • Number of Asteroid/Dust/Energy Fields
    • Hostile Forces (list around which planets they orbit)
    • Anomalous Readings (list types of anomalies found in Star System Space)

    Added Implementation (Server v. Client, Static v. Dynamic) - see section V
    Should this content be generated before players load (allowing developers to release it more quickly and fix broken components on released random, system space maps? Or should this system be entirely dynamic, created on the fly?

    Here are Pros and Cons of each system:
    Static (randomly pregenerated maps - say 30 per month):
    +Allows release sooner
    +Fewer/simpler bugs/balance
    -Less Variety/Freedom
    Dynamic (randomly generates each time you load - on the fly):
    +More robust
    +More variety/freedom
    -Potential for more bugs/imbalance
    -longer development time
    If dynamic, then we encounter the following:
    Server Side:
    +No hacks
    -Uses more resources: bandwidth (might even out), processing time, RAM
    Client Side:
    +No worries about lag
    -Potential for hacks

    Further Addition Notes:

    I ran out of space in the OP. From now on, further changes will occur two posts down (where my reply to a comment takes place - sorry about the break)
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited March 2010
    Great stuff. Any mods comment on this at all?
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited March 2010
    I just wanted to bump what has to be a great bloody idea for the game.

    Although I don't know what kind of coding Crytpic currently has going, nor what kind of major patcing (for us especially) or hardware needed on the server end, would be required for such missions being generated. Cryptic was lagging and crashing shortly upon game release day for a while with the server load from just all the people generating all the shards before.

    All that being said, this would be a grand boon to the otherwise dull exploration they have now. But I still have to ask the question: Would this generate enough randomness to overcome the boredom that is rampent in the game post Episodic missions? Would this eventually become the new 'grind'?
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited March 2010
    Thank you, sir. A scholar, a gentleman, and quite the fetching fedora! :)

    How can I refine this into a clearer, more robust, and yet concise proposal to the developers?

    The more we do on our end, the less they need to do on their end: meaning more content and much sooner. :)

    I haven't been complimented so since my boss told me I looked like a mad scientist!

    A hearty bump for a brilliant idea spoken with a silver tongue!
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited March 2010
    Good to see i'm not the only one thinking of this

    http://forums.startrekonline.com/showthread.php?p=2482965#post2482965
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited March 2010
    Solardream wrote: »
    Although I don't know what kind of coding Crytpic currently has going, nor what kind of major patcing (for us especially) or hardware needed on the server end, would be required for such missions being generated. Cryptic was lagging and crashing shortly upon game release day for a while with the server load from just all the people generating all the shards before.

    Depends on the implementation - generating a ton of random missions ahead of time and only tying them to an assigned random number would rob neither server nor client resources (the devs would do it on their own computer - sending out packs of bug-tested, randomly generated "system space" maps with each patch).
    • Developers could generate random missions offline and upload them with patches (I called this static implementation)
    • A program could run "on the fly" on either the server or client end (I call this dynamic implementation and discuss the merits of either dynamic method in detail in the OP and above).

    Heck, they could even make premium packs where they're partially random but feature unique assets or mission types (like heavily scripted sequences, like a star going nova). So long as there's enough free variety, they could potentially do c-store variants without much issue from the fanbase.

    Remember, this is just another way to do explore missions - it could augment what is already there (current exploration mechanic is for micro-gamers who only have a half-hour; the new "system space" mechanic would be for players who have hours to spare over multiple play sessions).
    Would this generate enough randomness to overcome the boredom that is rampant in the game post Episodic missions?
    Yes, it would be random and fun for two primary reasons:
    1. Having such a large system space where you invest hours exploring and doing multiple missions gives a greater sense of verisimilitude (that's a big word meaning: "feeling real")
    2. There is, by definition, more randomness and choice in larger systems. You can chose complete only exploration aspects and avoid conflict (like a science vessel might be inclined to do). By choosing content you enjoy (with the chance of running into surprise Klingons), you're master of your domain. :)
    Would this eventually become the new 'grind'?
    Yes, but that depends on how you define grind.

    Since much of the system space mechanic is up to (you don't have to kill baddies to gain xp - hence standard quests, like "scan major system features" or "gather anomalous readings" increase the chances of connecting with a player). You'd have the freedom to do what you want, without having exit and reload system space each time.

    You could be crafting supplies or scanning satellites and Klingons might wander into you - with skill, you can avoid them and guide that freighter to the asteroid field's drydock.

    If by grind, you mean repetitively doing boring mission types: no.

    If by grind, you mean have similar mechanics governing a vast array of options: yes.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited April 2010
    manimal187 wrote: »
    Great stuff. Any mods comment on this at all?

    No, man. I doubt the developers would comment on this.

    I did PM a few devs/Cryptic staff on the forums. Who knows if they saw it originally or if they saw all the changes I've made since? The OP has doubled in size thanks to good ideas from the community. :)

    Here's to the dream!

    :D
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited April 2010
    I forgot to mention there's a poll for these ideas, right here.

    That said, the community suggestions are to add mission variety. Pending Relict's permission - I'd love to work with him on a variant of the diplomatic options he suggested (one that could work with the design structure of the missions, i.e. mission archetypes have specific dialogue options).

    Click here to check out Relict's Diplomacy Proposal.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited April 2010
    =====================
    Rough Draft of the Exploration and Diplomacy Proposal:
    http://rapidshare.com/files/371388332/Explore_the_System_Proposal.pdf.html
    =====================

    Special thanks goes to posters in this thread, especially Relict for allowing his diplomacy ideas to be included (they're not in the PDF yet).

    I gave the proposal an LCARS theme and hope to include more illustrations to make a point. :)
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited April 2010
    This is how I imagined Star Clusters to be when we first heard about the Genesis System. Too bad Genesis turned out to be an in-house tool for making City of Heroes style newspaper missions! :(

    This should be implemented!

    In Addition
    ** First Contact Missions!
    - After completing your First Contact mission players are offered a Rare Bridge Officer from the species you just made contact with. This BO has special abilities not available from other species.

    ** Save Coordinates
    - Ability to save coordinates of a planet you discover so you can return at a later date. Also can be shared with friends. (So they can pick up one of the First Contact Bridge Officers, for example).
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited April 2010
    This is how I imagined Star Clusters to be when we first heard about the Genesis System. Too bad Genesis turned out to be an in-house tool for making City of Heroes style newspaper missions! :(

    This should be implemented!

    In Addition
    ** First Contact Missions!
    - After completing your First Contact mission players are offered a Rare Bridge Officer from the species you just made contact with. This BO has special abilities not available from other species.

    ** Save Coordinates
    - Ability to save coordinates of a planet you discover so you can return at a later date. Also can be shared with friends. (So they can pick up one of the First Contact Bridge Officers, for example).

    As of right now, I've already added First Contact Missions into the PDF in the post directly above yours. :)

    Save Coordinates would be great - as of right now you'd have to team up before entering any exploration mission.

    If the developers use a static implementation (generate random maps to be used by players later), I don't see it being a problem for saving progress in System Space. :)

    Definitely check out the PDF above!


    I like the look - the trick is making it more readable.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited April 2010
    As of right now, I've already added First Contact Missions into the PDF in the post directly above yours. :)

    Save Coordinates would be great - as of right now you'd have to team up before entering any exploration mission.

    If the developers use a static implementation (generate random maps to be used by players later), I don't see it being a problem for saving progress in System Space. :)

    Definitely check out the PDF above!


    I like the look - the trick is making it more readable.

    Great! And Save Coordinates would work either way if it acts as a mission door, accessible from your "coordinates list". The system wouldn't necessarily have to available on the system space map. It could just take you and your teammates straight to the instanced map since you were there previously.

    Edit:
    And the important thing about First Contact missions is the Rare BO reward. I don't see this in your PDF Proposal. :)

    Before closed beta Zinc painted a picture where we could meet aliens who might want to join our crew. They never implemented that and instead we have the current lazy system of BO rewards as you level up.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited April 2010
    <drools at the idea>

    Even a partial version of something LIKE this would be fantastic! It would certainly give more Rp-related motivation for using a Science Vessel, as well.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited April 2010
    <drools at the idea>

    Even a partial version of something LIKE this would be fantastic! It would certainly give more Rp-related motivation for using a Science Vessel, as well.

    I'm working on the final draft. Once I complete it, I'll ask the Moderators to lock this thread and the poll thread.

    As of right now, the proposal (and supplementary material) compose a 14 page PDF. It'll probably be 16 by the time I finish. It's huge, beautiful, and being streamline by the hour.

    The big things remaining are:
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited April 2010
    I know pretty early in the open beta I made a suggestion to turn all the exploration sectors into static sector blocks that would be slowly unveiled as you explored the systems, anomalies, and other various elements with in each sector of the sector block. The current anomalous readings would remain and be random across the sectors but the systems would be in fixed locations. Other anomalies and such could be randomly placed like the data readings but would lead to missions.

    Each system would have a fixed set of planets and other stellar bodies and initially you would be sent to each randomly but once all of the planets and moons had been visited the system would be open for selective exploration.

    And beyond that you start breaking down to first contact missons triggering diplomacy and aid missions and I also played to whole model into a transwarp network idea that would require you to fully explore a sector block to open a new transwarp hub in it, and each sector block would have a hub you could quick travel to.

    God knows how many other ideas I have rattling around in my skull for other aspects of the game, especially ground combat.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited April 2010
    Ossirian wrote: »
    [great ideas - too long to quote]

    As for this proposal, maps themselves would be static (aside from player actions).

    However, the two implementations we have are either:
    • dynamically generating entire systems on the fly (time consuming to develop, potentially buggy, but limitless in potential)
    • statically generating entire systems as map "packs" to be included with each patch (easier to develop, release as balance issues are fixed for each rank, limited only by lifespan of game)

    As much as I'd love open space to fly between, I think shareable instances of an entire system are good enough for now. :)

    If there are enough maps with long, sustained content to keep players in for hours, we might see opinions change favorably.

    Toss in the Relict's Diplomacy Mechanic and my Faction v. Faction Diplomacy Concept and even Hans Landa might declare a BINGO! :)
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited April 2010
    The maps themselves would be static (aside from layer actions).

    However, the two implementations we have are either:
    • dynamically generating entire systems on the fly (time consuming to develop, potentially buggy, but limitless in potential)
    • statically generating entire systems as map "packs" to be included with each patch (easier to develop, release as balance issues are fixed for each rank, limited only by lifespan of game)

    As much as I'd love open space to fly between, I think shareable instances of an entire system are good enough for now. :)

    Exactly, random system generation would be a bit extreme and too much to add. Random missions(from a limited selection for each planet) anchored to the specific bodies of a static system would still alow for a significant amount of variation and replayability. The slow unveiling of the sector block would also provide a reason for people to keep exploring the systems and sector at large. I was thinking each sector of a block might take 2-3 weeks of solid exploration by players to completely map.
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