Fractal Softworks Forum

Starsector => General Discussion => Blog Posts => Topic started by: Alex on September 20, 2015, 03:37:57 PM

Title: Hyperspace Terrain
Post by: Alex on September 20, 2015, 03:37:57 PM
Blog post here (http://fractalsoftworks.com/2015/09/20/hyper-terrain/).
Title: Re: Hyperspace Terrain
Post by: Hopelessnoob on September 20, 2015, 03:41:26 PM
So excited for more blog posts might mean more Patch notes soon?! and maybe an update soon?
Title: Re: Hyperspace Terrain
Post by: Alex on September 20, 2015, 03:44:23 PM
So excited for more blog posts might mean more Patch notes soon?! and maybe an update soon?

Yeah, I'll probably post a patch notes in the near-ish future. As far as the update, I've got a specific timeframe in mind, but you know how it is. If I told you, I'd be in deep trouble with my boss. Might even get fired.
Title: Re: Hyperspace Terrain
Post by: MShadowy on September 20, 2015, 03:48:16 PM
Oh my, yes.  I definitely like the sound of the Hyperspace storms; I'd be interested in a seeing a wider variety of Hyperspace phenomena but the Storms are definitely and interesting place to start off.  Good way to play off risk/reward as well by making the safe routes nice and slow.
Title: Re: Hyperspace Terrain
Post by: Dark.Revenant on September 20, 2015, 03:49:21 PM
"revamped campaign fleet generation (both composition and spawning)"

Care to elaborate?
Title: Re: Hyperspace Terrain
Post by: FasterThanSleepyfish on September 20, 2015, 04:00:04 PM
New weapons? Oh boy, time to see what you and David have thought up! Also, yesssss, bring more assets for the art grinder know as the Spriter's Judgement Thread! >: D

Thanks for the blog post Alex, it's really exciting to see what's looming ahead! (It's shame that the hyperspace waves never worked out this update...)
Title: Re: Hyperspace Terrain
Post by: Gothars on September 20, 2015, 04:05:44 PM
The deep hyperspace nebula and path concept sounds like it works perfect towards the goal of herding AI fleets on more predictable routes. Is the AI aware of those paths and the danger of storms?  This all sounds very exciting :)

A spontaneous idea about the waves: the player could generate them himself by dropping a (costly?) special device into a star. That would do away with the time to find vs. travel time benefit tradeoff. Could be used to travel or to wash unwelcome visitors away.
Title: Re: Hyperspace Terrain
Post by: Alex on September 20, 2015, 04:10:23 PM
"revamped campaign fleet generation (both composition and spawning)"

Care to elaborate?

The basic API stuff all works the same. Basically, just wrote a new method that generates a fleet, with officers, from a bunch of parameters (combat strength, cargo/tanker/etc presence, etc) and used it everywhere to generate fleets. The changes in spawning were to weigh spawning certain (not all) types of fleets more if they'd be closer to where the player is. And just some basic changes to the fleet-spawning scripts. Again, not a change in the API or core code, but in the code using it, like EconomyFleetManager and other such.

(Also added a "doctrine" section in .faction files that has some parameters that feed into this fleet generation. But, again, it's not something a mod is forced to use.)

The deep hyperspace nebula and path concept sounds like it works perfect towards the goal of herding AI fleets on more predictable routes. Is the AI aware of those paths and the danger of storms?  This all sounds very exciting :)

Currently not, they just plow right through. It's on my todo list, but not at a super high priority - it seems to work out alright already.

A spontaneous idea about the waves: the player could generate them himself by dropping a special device into a star. Could be used to travel or to wash unwelcome visitors away.

Hah, believe it or not, actually considered that very thing :) Definitely not a "core" design thing, though.
Title: Re: Hyperspace Terrain
Post by: Alex on September 20, 2015, 04:11:48 PM
(It's shame that the hyperspace waves never worked out this update...)

Yeah, it kind of is, but hey. It's not like they were *good* and didn't work out, they just seemed good and then turned out they weren't. Shame I ended up spending a fair amount of time on 'em, but so it goes.
Title: Re: Hyperspace Terrain
Post by: Megas on September 20, 2015, 04:50:08 PM
Hopefully, "a complete overhaul of the 'food shortage' event" means that food gets treated like any other hot commodity in trade disruption, or least something less silly than a reputation trap for those who do not know how to game it.
Title: Re: Hyperspace Terrain
Post by: SafariJohn on September 20, 2015, 05:07:45 PM
Hyperspace storms look awesome! :D

You could put hyperspace waves and snaky paths together to get hyperspace currents/rivers/rapids/whatever - areas where you get pushed in a certain direction. Would achieve go faster and reliable while still being interesting. Like earth rivers they could shift position and change speeds, too.

IMO, the AI understanding terrain is pretty important. I remember there was some MMO space game where there was an area with a ton of stars that slowed you to a crawl. There were speed boost stations around the edge of the area that allowed you to go by in a few minutes, but the AI ships didn't know about them and plowed right through the center of the stars. I think it took at least half an hour that way. (I know this because I followed the AI my first time there. :-[)


Edit: If I'm reading this right, then if you are in open space you can spot people in deep space before they spot you. Interesting.
Title: Re: Hyperspace Terrain
Post by: TheDTYP on September 20, 2015, 05:23:51 PM
My first response upon reading the blog post (and about the hinted-at new feature), after the "YAY! NEW STUFF!" was "DAMMIT!!! The update is further off than I thought, UGGGGGGHHH!!!" But then I took the time to actually think about the situation and I've come to the conclusion that the new update, however far off it may be, is gonna be awesome. I don't think we've ever had an update this big.

The news that, strangely, caught my attention, however, was the new stuff like the weapons, ship, and faction and whatnot. We haven't had fresh stuff like that (Content, not mechanic-wise) since the Ludd people, if I recall. Very exciting stuff, keep up the good work, Alex!
Title: Re: Hyperspace Terrain
Post by: Steven Shi on September 20, 2015, 06:12:15 PM
Why not just borrow some sci-fi stables.

I've always thought hyperspace is like Warhammer 40K's Warp minus the demons. Just have jet streams going across the map at random set points and allow it to deviate a little (like pouring down a thin stream of water down the shower wall). Add in warp storms etc and all the random factors would require players to pay attention during travel while not guarantee the same result every time.
Title: Re: Hyperspace Terrain
Post by: Cycerin on September 20, 2015, 06:20:16 PM
First new weapons in a long time. I like that.
Title: Re: Hyperspace Terrain
Post by: Alex on September 20, 2015, 06:33:36 PM
Hopefully, "a complete overhaul of the 'food shortage' event" means that food gets treated like any other hot commodity in trade disruption, or least something less silly than a reputation trap for those who do not know how to game it.

Yeah. Part of it is selling food (and other stuff) will now fill demand for it at a reasonable rate, matching the number the shortage event says is required - the price boost isn't artificial, but due to reduced supply, which selling fills. So overselling naturally brings the price down to where it's not worth it. The related investigations are gone. Basically, the overhaul was a cleanup and simplification type job.

You could put hyperspace waves and snaky paths together to get hyperspace currents/rivers/rapids/whatever - areas where you get pushed in a certain direction. Would achieve go faster and reliable while still being interesting. Like earth rivers they could shift position and change speeds, too.

Yeah. One issue with currents is how to visualize 'em. It's not straightforward at all, and any "obvious" solutions tend to involve an unreasonable number of particles to indicate movement.

IMO, the AI understanding terrain is pretty important. I remember there was some MMO space game where there was an area with a ton of stars that slowed you to a crawl. There were speed boost stations around the edge of the area that allowed you to go by in a few minutes, but the AI ships didn't know about them and plowed right through the center of the stars. I think it took at least half an hour that way. (I know this because I followed the AI my first time there. :-[)

Right, I'm not going to say it's unimportant, but it hasn't been a glaring issue.

Edit: If I'm reading this right, then if you are in open space you can spot people in deep space before they spot you. Interesting.

Yep. I'm still thinking about that, though - might change it to be more like the nebula since it looks similar enough that a different effect might be confusing.


My first response upon reading the blog post (and about the hinted-at new feature), after the "YAY! NEW STUFF!" was "DAMMIT!!! The update is further off than I thought, UGGGGGGHHH!!!" But then I took the time to actually think about the situation and I've come to the conclusion that the new update, however far off it may be, is gonna be awesome. I don't think we've ever had an update this big.

(Fair enough, but! There's actually a good reason that there's some time to work in an "extra", which shouldn't cause a delay compared to when it would release minus said extra. And I think it's a preeeetty cool "extra" at that, assuming it works out. More, I will not say :-X)


I've always thought hyperspace is like Warhammer 40K's Warp minus the demons. Just have jet streams going across the map at random set points and allow it to deviate a little (like pouring down a thin stream of water down the shower wall). Add in warp storms etc and all the random factors would require players to pay attention during travel while not guarantee the same result every time.

Well, hyperspace storms are more or less that, right? The thing is finding which ideas work well, which, as demonstrated by the wavefront thing, can be aggravatingly non-obvious before trying stuff. Plus I wanted to do a minimal version - the smallest amount of mechanics/terrain that does the job. It's cleaner and easier to build on that way, from adding in AI awareness to adjusting it later if need be.

Title: Re: Hyperspace Terrain
Post by: TheDTYP on September 20, 2015, 06:39:00 PM
Hmmmmm.... I'm gonna take a shot in the dark and say that this new "extra" involves multi-fleet battles? That's my answer. Locking it in.
Title: Re: Hyperspace Terrain
Post by: Dark.Revenant on September 20, 2015, 07:01:56 PM
The extra probably has to do with art/sound assets, considering that Alex is not worried about it delaying the update.
Title: Re: Hyperspace Terrain
Post by: SafariJohn on September 20, 2015, 07:29:40 PM
You could put hyperspace waves and snaky paths together to get hyperspace currents/rivers/rapids/whatever - areas where you get pushed in a certain direction. Would achieve go faster and reliable while still being interesting. Like earth rivers they could shift position and change speeds, too.

Yeah. One issue with currents is how to visualize 'em. It's not straightforward at all, and any "obvious" solutions tend to involve an unreasonable number of particles to indicate movement.

Sadly I have next to no knowledge of rendering techniques. :(

Maybe some kind of directional distortion of the background similar to how hyperspace currently wobbles or like the smudge tool in image editors? Throw a few moving space flecks (http://tvtropes.org/pmwiki/pmwiki.php/Main/SpaceFlecks) in the current to make it more obvious?
Title: Re: Hyperspace Terrain
Post by: Dark.Revenant on September 20, 2015, 08:28:29 PM
While that would be possible, albeit annoying to set up, in something like OpenGL 3.3, Starsector largely uses OpenGL 1.2.
Title: Re: Hyperspace Terrain
Post by: CrashToDesktop on September 20, 2015, 08:34:12 PM
I know I'm probably scrutinizing images to harshly here, but where's the officer tab in this screenshot?

http://fractalsoftworks.com/wp-content/uploads/2015/09/hyperspace.jpg

Seems like it's not there, or it's been combined with something else.  Could have been mashed into the Fleet or Crew/Cargo tab (since, well, the officers *are* crew).


...That aside, the relatively new hyperspace storms (well, I say relatively new since I spied it on the Twitter a few days ago, heh) sound pretty awesome.  However - I'm the kind of guy that sees things as better if you can incentivise a faster form of travel, instead of deincentivising going through certain areas.  People will more likely than not, just click a planet and travel there, regardless of the consequences, because we don't like thinking.  Making something benefit you, however, holds much more power in the realm of persuasion.  A couple of years in helping balance games has taught me that much, at least.  Even if the hyperspace wave didn't make the cut, see if you can find something else that can.
Title: Re: Hyperspace Terrain
Post by: Chaos Farseer on September 20, 2015, 08:43:58 PM
Actually, on that note: it seems that if you're trying to go somewhere, and the areas of 'open' hyperspace are maze-like, it would get really inconvenient to visit a planet. Clicking on it would let you go straight there, but what if you want to avoid the deep hyperspace?

There were always those complaints about having to open the map all the time. Could there be a feature to lock onto a fleet or planet, much like the in-combat lock on, so that you can see its position while it is off-screen?
Title: Re: Hyperspace Terrain
Post by: Alex on September 20, 2015, 09:19:00 PM
Seems like it's not there, or it's been combined with something else.  Could have been mashed into the Fleet or Crew/Cargo tab (since, well, the officers *are* crew).

It's accessed by clicking on an officer portrait (or a "no officer" portrait) in the fleet screen.

However - I'm the kind of guy that sees things as better if you can incentivise a faster form of travel, instead of deincentivising going through certain areas. 

I get what you're saying, and had the same thoughts. It'd be ideal to have both a reward for doing well and a penalty for doing poorly, but, as mentioned in the blog post, the scale of things isn't super well-suited to movement speed rewards. Mechanically, the end result is still the same, though of course there's a psychological difference.

People will more likely than not, just click a planet and travel there, regardless of the consequences, because we don't like thinking. 

I don't know about that; the first time you do that and get stuck in a hyperspace storm is going to convince you to pay attention to where you're going :) This is also likely to be the first time you do this, as storms are pretty frequent.


Actually, on that note: it seems that if you're trying to go somewhere, and the areas of 'open' hyperspace are maze-like, it would get really inconvenient to visit a planet. Clicking on it would let you go straight there, but what if you want to avoid the deep hyperspace?

There were always those complaints about having to open the map all the time. Could there be a feature to lock onto a fleet or planet, much like the in-combat lock on, so that you can see its position while it is off-screen?

Hmm. At the moment, just opening the map up once to figure out the direction you want to go, and then once again as you get closer, seems to be working out more or less fine. One thing that helps here is that you're now able to zoom out a bit more in the campaign.
Title: Re: Hyperspace Terrain
Post by: Debido on September 20, 2015, 09:44:01 PM
I liked he idea of hyper space waves and the hyperspace terrain in general.

Perhaps with the hyperspace waves you could have them as intermittent wave events that spread out radially from stars, this allows a player to ride the wave in any direction they like. Radial textures increasing in size can be difficult to do though...

But you would be able to make waves visible inside and outside of hyperspace by having the wave generation events from suns effect the luminosity/colour of the sun. So in the 30 seconds to a minute or whatever leading up to the event there is predictable and easily observable changes giving the player some warning to if they want to jump on the next hyperspace wave.

By having the waves generated from stars and having them on a regular or predictable basis it would be easier to program Fleet AI to take advantage of these events as you could check the star's 'hyperspace wave generation' timer and determine when best to move through a jump point and exploit the wave.

That's one theory anyway.
Title: Re: Hyperspace Terrain
Post by: Eternity on September 21, 2015, 12:04:54 AM
Hi there,

Just a question about hyperspace storm (it may be already asked - sorry if it's the case) : would it be possible to exit from hyperspace like in any other games & films ?  because hyperspace take a lot of fuel to maintain but if you are stuck in a storm you should be able to get out and prevent lack of fuel ? (by the way once you no longer have fuel to substain hyperspace, ships should "fall" into normal space... then being in the deep space with nothing around and then after a while try to activate once again hyperspace...

What do you think about that ?

I know it will introduce lot of gameplay changes while starsector mixe 2 concepts :
- whormhole entry (with gravity pit for entrance and exit)
- free navigation in hyperspace (not wormhole way between a point to another)

With this new way of work, it could introduce new gameplay opportunities... and events (fuel rescue team to a fleet, strike an ennemy fleet stuck in the middle of nowhere, trying to escape hunting fleet....)

Fly safe commanders :-)
Title: Re: Hyperspace Terrain
Post by: Gothars on September 21, 2015, 12:12:51 AM
One issue with currents is how to visualize 'em. It's not straightforward at all, and any "obvious" solutions tend to involve an unreasonable number of particles to indicate movement.

There is one gentleman's way of visualizing a current mechanic with only one sprite: giant space turtles that you can hike a ride on. Like this:
Spoiler
(http://orig15.deviantart.net/ee85/f/2010/340/8/7/cat_on_turtle_in_space_by_stapledslut-d34dk0r.png)
[close]
(You are the cat.)
I'm not even (purely) kidding here. It could maybe visibly charge up (you have to reach it in time) and then move a huge distance with a single stroke. One might find this silly, but I think it would be rad and something really new.


Do you wanna ride a turtle?
Come on lets go and play
I never see you as of late
Come out the gate
And we can fly awaaaay-

We used to see new places
And now we're not
I wish you would tell me whyyyy!-
Do you wanna ride a turtle?
It doesn't have to be a turtle.

Go away, Gothars

Okay, byyye...
Title: Re: Hyperspace Terrain
Post by: Aklyon on September 21, 2015, 06:16:18 AM
While that would be possible, albeit annoying to set up, in something like OpenGL 3.3, Starsector largely uses OpenGL 1.2.
How big of a difference is that between GLs?
Title: Re: Hyperspace Terrain
Post by: Tartiflette on September 21, 2015, 06:31:59 AM
Between those two? Only 12 years (https://www.opengl.org/wiki/History_of_OpenGL) of new features, improvements and new hardware possibilities... ::)
Title: Re: Hyperspace Terrain
Post by: Trylobot on September 21, 2015, 08:07:51 AM
What a great idea Alex. Hyperspace terrain; can't wait to play with this!
Title: Re: Hyperspace Terrain
Post by: Plantissue on September 21, 2015, 08:39:02 AM
Why not just borrow some sci-fi stables.

I've always thought hyperspace is like Warhammer 40K's Warp minus the demons. Just have jet streams going across the map at random set points and allow it to deviate a little (like pouring down a thin stream of water down the shower wall). Add in warp storms etc and all the random factors would require players to pay attention during travel while not guarantee the same result every time.
I find the idea of demons in hyperspace funny. Instead of a storm losing you time, you end up losing crew and combat readiness when you get caught in a demon storm. Might make traveling in hyperspace a little dark though.
Title: Re: Hyperspace Terrain
Post by: Alex on September 21, 2015, 10:43:33 AM
I liked he idea of hyper space waves and the hyperspace terrain in general.

Perhaps with the hyperspace waves you could have them as intermittent wave events that spread out radially from stars, this allows a player to ride the wave in any direction they like. Radial textures increasing in size can be difficult to do though...

But you would be able to make waves visible inside and outside of hyperspace by having the wave generation events from suns effect the luminosity/colour of the sun. So in the 30 seconds to a minute or whatever leading up to the event there is predictable and easily observable changes giving the player some warning to if they want to jump on the next hyperspace wave.

By having the waves generated from stars and having them on a regular or predictable basis it would be easier to program Fleet AI to take advantage of these events as you could check the star's 'hyperspace wave generation' timer and determine when best to move through a jump point and exploit the wave.

Had a similar idea, actually, with a slight twist - basing wavefronts on solar flare activity. The issue here is, why wait for a wave? If you just go, you'll catch it whenever it catches up to you, if it does. On the flip side, you might have trouble approaching a star if you keep being pushed away by 360 degree waves. It's a neat idea, but it doesn't seem to do the job by itself.


Just a question about hyperspace storm (it may be already asked - sorry if it's the case) : would it be possible to exit from hyperspace like in any other games & films ?  because hyperspace take a lot of fuel to maintain but if you are stuck in a storm you should be able to get out and prevent lack of fuel ? (by the way once you no longer have fuel to substain hyperspace, ships should "fall" into normal space... then being in the deep space with nothing around and then after a while try to activate once again hyperspace...

The way it works is if you're out of fuel, you'll drift towards a nearby jump point. Storms don't interact with that mechanic, beyond slowing you down if you get stuck in one while drifting.

Spoiler
There is one gentleman's way of visualizing a current mechanic with only one sprite: giant space turtles that you can hike a ride on. Like this:
Spoiler
(http://orig15.deviantart.net/ee85/f/2010/340/8/7/cat_on_turtle_in_space_by_stapledslut-d34dk0r.png)
[close]
(You are the cat.)
I'm not even (purely) kidding here. It could maybe visibly charge up (you have to reach it in time) and then move a huge distance with a single stroke. One might find this silly, but I think it would be rad and something really new.


Do you wanna ride a turtle?
Come on lets go and play
I never see you as of late
Come out the gate
And we can fly awaaaay-

We used to see new places
And now we're not
I wish you would tell me whyyyy!-
Do you wanna ride a turtle?
It doesn't have to be a turtle.

Go away, Gothars

Okay, byyye...
[close]

You're drunk Gothars, go home.

(In seriousness: that's basically the wavefront thing. As opposed to a "stream" thing.)

What a great idea Alex. Hyperspace terrain; can't wait to play with this!

:) Always wanted to do this. I mean, storms in hyperspace? Sign me up!
Title: Re: Hyperspace Terrain
Post by: Cycerin on September 21, 2015, 11:10:04 AM
I rather like that you used a cellular automata approach to handle the storms changing over time. I can totally see how that would yield some sort of folkloric understanding of how they evolve after playing for a while, which is really cool.
Title: Re: Hyperspace Terrain
Post by: HELMUT on September 21, 2015, 11:11:49 AM
I really like the hyperstorm idea, watching the gif reminded me of Stalker's emissions. Those storms seems pretty huge too, like, nearly as big as the length between two systems.

I wonder how the AI will react to it. Will the militaries be willing to brave the storm to catch their target? Will the traders makes a detour to avoid the storm? Will there be pirates skulking on the edge of the storm, waiting for a weakened prey to come out?

I understand why Wavefronts couldn't work. However i liked Hartlord's idea about currents rather than waves, like some kind of temporary space highways. Could be handy to ride one to reach a distant system. On the other hand, sometimes you would also be forced to go through a current from the wrong side to reach your destination, making the travel trickier (pushed straight in a hyperstorm? Fun).

A current is also much easier to anticipate than a wave. The current can be there for a few days, unlike a wave that come and go, making the whole thing less luck based. A bit like this:

Spoiler
(http://i.imgur.com/3Vvyz42.jpg)
[close]

Edit: damn, got ninja'ed hard.
Title: Re: Hyperspace Terrain
Post by: Thaago on September 21, 2015, 02:00:50 PM
Looks neat! Any thought on how navigation might interact with storms?
Title: Re: Hyperspace Terrain
Post by: Callabaddie on September 21, 2015, 02:09:22 PM
Spoiler
(http://i.imgur.com/SkhR6WN.png)
[close]

Ideas for Alex;

Title: Re: Hyperspace Terrain
Post by: MShadowy on September 21, 2015, 02:14:34 PM
Hmmm, been thinking about it, and I'm a bit curious about how the safe/slow routes in hyperspace are determined.  I wouldn't think it would be purely procedural, so my initial suspicion is that they're formed by placing down and connecting nodes either automatically (i.e. these two nodes are the closest to each other and are so connected) or manually (the map maker says Node A connects to Node B, and so on).  Well, probably a dumb question.

As for the waves/streams/currents notion I think it would certainly be a nice thing to have but is also something whose implementation likely needs a considerable degree of testing on top of the testing already expended on the idea.  I wouldn't consider it especially critical for the upcoming release myself.  There are further landmarks on the way to 1.0, after all, should you need to include it.
Title: Re: Hyperspace Terrain
Post by: SafariJohn on September 21, 2015, 02:38:37 PM
:) Always wanted to do this. I mean, storms in hyperspace? Sign me up!

Now we need battles in storms in hyperspace. 8)
Title: Re: Hyperspace Terrain
Post by: Masterzh on September 21, 2015, 02:57:26 PM
Even that i dont play starsector these days (get bored in hunt for Astral after xx hours) i love your updates and your honesty in all of them. <3 Keep it up!
Title: Re: Hyperspace Terrain
Post by: SafariJohn on September 21, 2015, 03:21:33 PM
Even that i dont play starsector these days (get bored in hunt for Astral after xx hours) i love your updates and your honesty in all of them. <3 Keep it up!

Astral isn't sold in the current version.:-X IIRC the Tri-Tach military market is too small. I think it spawns in fleets sometimes, so you theoretically could still capture it.
Title: Re: Hyperspace Terrain
Post by: Tartiflette on September 21, 2015, 04:30:08 PM
The one thing I'm curious about, since the update seems all about the troubles traveling from A to B, is will the events be still broadcasted universe-wide???

Events could be an extra incentive to put your beacon on, because then you receive the local broadcast of the sector news that got reported. If you want to stay anonymous, you have to put a bug on the local relay to get the news. And those news only cover what all the fleets in the system know, so messengers have to be sent from the source to spread the info. That would allow for missions about either spreading an info, or on the contrary preventing it's transmission elsewhere.
Title: Re: Hyperspace Terrain
Post by: Dark.Revenant on September 21, 2015, 06:44:00 PM
The one thing I'm curious about, since the update seems all about the troubles traveling from A to B, is will the events be still broadcasted universe-wide???

Events could be an extra incentive to put your beacon on, because then you receive the local broadcast of the sector news that got reported. If you want to stay anonymous, you have to put a bug on the local relay to get the news. And those news only cover what all the fleets in the system know, so messengers have to be sent from the source to spread the info. That would allow for missions about either spreading an info, or on the contrary preventing it's transmission elsewhere.

Going dark generally means you turn off your transmitter, not your receiver.
Title: Re: Hyperspace Terrain
Post by: Debido on September 21, 2015, 07:55:17 PM
I liked he idea of hyper space waves and the hyperspace terrain in general.

Perhaps with the hyperspace waves you could have them as intermittent wave events that spread out radially from stars, this allows a player to ride the wave in any direction they like. Radial textures increasing in size can be difficult to do though...

But you would be able to make waves visible inside and outside of hyperspace by having the wave generation events from suns effect the luminosity/colour of the sun. So in the 30 seconds to a minute or whatever leading up to the event there is predictable and easily observable changes giving the player some warning to if they want to jump on the next hyperspace wave.

By having the waves generated from stars and having them on a regular or predictable basis it would be easier to program Fleet AI to take advantage of these events as you could check the star's 'hyperspace wave generation' timer and determine when best to move through a jump point and exploit the wave.

Had a similar idea, actually, with a slight twist - basing wavefronts on solar flare activity. The issue here is, why wait for a wave? If you just go, you'll catch it whenever it catches up to you, if it does. On the flip side, you might have trouble approaching a star if you keep being pushed away by 360 degree waves. It's a neat idea, but it doesn't seem to do the job by itself.


Yes I was wondering about solar flare activity myself after remembering the new effects you've done for stars.

So let's address the two gameplay issues behind the implementation.

Why wait?

 By drastically reducing fuel usage the closer you time your wave surfing to the event and adjusting fuel pricing accordingly you can increase the value of timing your departure. Being there at the start of the wave will save you more fuel, when you have big fuel hungry fleets with lots of tugs it can save you thousands upon thousands of credits.

Next you could look at wave surfing or the wave providing a boost before washing past you. So if you catch the wave closer to the source you get a bigger boost for longer before the wave outpaces you, compared to going ahead of it.

As for approaching a system that has outgoing waves, like I said the wave is not a wall and has a degree of permeability, the degree of permeability will depend on your orientation and vector to the wave. Taking a real life analogy if there is a large wave coming towards you, you point the nose of your ship toward it and power over it - potentially using the fleet engine boost command/ability.

In the game best case if you are pointing your fleet perpendicular to the wave origin you will be paused momentarily as the wave passes, worst case is if you're between 46 degrees to a tangent to the wave front and your fleet gets CR reduction, fuel increase or possibly damage.

On the flip side if your ship is facing directly away from the origin you save fuel and get a speed boost as the wave moves past you, and as you change the facing of your ship away from this by up to 89 degrees you use more fuel BUT the wave will carry you for longer as the 'friction' between your fleet and the wave increases -thus allowing you to 'surf' the wave edge

To stop riding the wave you turn away from the wave front and let it pass over, or maybe use the fleet engine boost command to quickly turn and ride over it.

It would be a bit of a pain to get right and adjust all the parameters for the boost given by the wave and having the ship interact with the wave front etc. and the fleet AI...oh *** snacks...yeah that would be painful to teach a fleet how to surf. At best with the AI they'd know to face into the wave and hit boost?
Title: Re: Hyperspace Terrain
Post by: Tartiflette on September 21, 2015, 11:35:36 PM
Going dark generally means you turn off your transmitter, not your receiver.
Yes but I doubt the transmissions would be omni-directional either! Given the value of information, the transmission could certainly be laser based (or tachyon beam based?) and only sent to the ships with a positive relationship that are transmitting their ID.
Title: Re: Hyperspace Terrain
Post by: Dark.Revenant on September 22, 2015, 12:33:02 AM
Going dark generally means you turn off your transmitter, not your receiver.
Yes but I doubt the transmissions would be omni-directional either! Given the value of information, the transmission could certainly be laser based (or tachyon beam based?) and only sent to the ships with a positive relationship that are transmitting their ID.

Then the faction would have infinite sensor range.  If the Hegemony relay is, well, relaying to your fleet, they should see you from any point in the entire system and know exactly when you go dark, and slap you with a fine the moment you do so.
Title: Re: Hyperspace Terrain
Post by: Tartiflette on September 22, 2015, 01:07:50 AM
I don't see how it is related, besides, there could be many other ways to only transmit the sensible news to a few selected ships, and I think that would be an interesting mechanic that complete the limited sensor range. Having to fly dark to bug a relay, evading the inspections to get the latest news directly from a station... With the corollaries: courier ships flying around with valuable data, siege that also try to hush what is happening, "events" forgery, delayed information spreading, info brokers...
Title: Re: Hyperspace Terrain
Post by: Histidine on September 22, 2015, 04:44:34 AM
Hyperspace rivers (or just plain "roads") might be nice yeah.

It seems a bit unintuitive (for terrestrial players with their heads stuck in maritime analogies, at any rate) that being caught in a hyperspace storm makes you more visible to others.
I guess you could say the storm emits Minovsky particles that ship hulls alter and reflect strongly or some other such technobabble...
Title: Re: Hyperspace Terrain
Post by: Gothars on September 22, 2015, 05:56:57 AM
Hmmmmm.... I'm gonna take a shot in the dark and say that this new "extra" involves multi-fleet battles? That's my answer. Locking it in.

That would be really big and awesome, but seems more like combat improvement than "campaign gameplay" improvement. Bit of both.

Mh, not much to go on here... I'll say establishment of outposts.


(In seriousness: that's basically the wavefront thing. As opposed to a "stream" thing.)

Mh, not quite, there are important differences, I think. As I understand it the usefulness of wavefronts is limited because the time investment (to find them) is coupled with the time benefit ( of riding them) at an unfortunate ratio.
If you have (small) entities with two modi (slow/fixed and fast/instant transportation) that decouples the finding and riding phase that opens up new options.
1. While slow, they could aggregate around known places (stars, the heart of a storm). They could even be caused or attracted by the player. That would reduce the time needed to find and catch them.
2. Their actual travel speed can be much greater than that of wavefronts. Maybe they are pointless if you want to go to the neighboring star, but allow travel through half the sector in a few seconds.

This would allow you to adjust the effort/reward equation much more freely.


Of course space turtles are a bit out there, but how about unstable, temporary wormholes?  Maybe their size and orientation could let you guess upon direction and range of transportation.
Title: Re: Hyperspace Terrain
Post by: Tartiflette on September 22, 2015, 06:21:40 AM
Custom skins for all factions? A serie of events and missions to introduce the world and the game's mechanics to new players? Animated/parallax backgrounds? Terrains effects during combat with all the related new visuals? Random small systems generator to populate the sector?
Title: Re: Hyperspace Terrain
Post by: Chronosfear on September 22, 2015, 07:09:24 AM
I`m super excited for the next release.
officers , even better music , the terrain and abilities.

And I were thinking a bit about the "Wavefronts".
If it didnĀ“t work out well for fast travel, then why not add them as some sort of tactial possibility:

Spoiler
Make the Wavefronts move slowly but flying through them damages your sensors for a while. ( reduced sensor strength and maybe speed for a day or 2 )

I was thinking about myself getting chased and use that fortunately appearing Wavefront to my favor.
Flying around it and now forcing my pursuers to either do the same but now with a wider arc and therefore a bigger gap between me and my pursuer )
or they decide to fly through it , but since it damages the sensors they could lose me as a contact.
[close]
Title: Re: Hyperspace Terrain
Post by: ArkAngel on September 22, 2015, 07:37:22 AM
I was originally going to guess outposts for the next campaign feature, but Gothars already guessed that.
So, I put my rampant speculation on either mining /industry, or GIANT SPACE WORMS!  ;D
Spoiler
(http://i.imgur.com/NiprzTK.gif)
[close]
Title: Re: Hyperspace Terrain
Post by: Cosmitz on September 22, 2015, 07:57:08 AM
I'm a huge fan of anything that adds gameplay to the overview map. I'm just going to spitball a few ideas:

- How about stars pulse out small patches of emissions (gassy blobs visually) that travel in a straight line outwards from the star, fading over distance. and increase your visibility if you run through them, getting harder to dodge as you reach the sun. This'll create the chance to 'weave' your ships through the emissions in order to increase your chances of smuggling goods unnoticed. Think of it like Maltheus' radius attack in Diablo 3: https://www.youtube.com/watch?v=qfa39Ac7c9Y&feature=youtu.be&t=28

- Randomly-forming, temporary hyperspace tears which become almost unpassable, lowering your speed to 1 while over them (maybe they phase in and out to allow a slim chance of timing it right to get through?). These would be the 'crevices' in our terrain. If they form right over your trade route, you will have to go around or risk going through and maybe getting ambushed or wasting too many supplies. Maybe you could use them to also evade pursuit by 'dragging'/fooling enemy fleets over them. Running routes in 3 parsecs or less.

- Large passing swathes of hyperspace positrons/gigatrons/technobabble which influence combat slightly. Maybe a movement penalty, maybe slightly increased range for lasers, maybe phase shifting costs 50% less upkeep. That kind of thing. That can either make combat slightly easier or slightly harder. These would be things you don't really /avoid/ but more or less plan for.

- Stolen from Eve Online, randomly forming A to B wormholes. They have a max mass that can pass through, so say various fleet sizes maximum, and a total 'mass', say fleet size added up, that they can 'suck in' before collapsing. They can act as a quick incursion, as some fast profitable trades, maybe even mess up NPC balance when their opposing faction goes through and uses it. Maybe you'll also get stuck in enemy territory when the hole closes behind you. This can really spawn some fun gameplay. Maybe they only from in normal space? Or just hyperspace to hyperspace? I don't know, it's a fun concept to think about.

- Hyperspace drains. Randomly forming again, it creates a temporary entrance to a small patch of empty space. Maybe this can be used to create 'encounters'? Say random fleets you can fight and destroy with 0 faction penalty since no one can hear their distress calls from there or just some little adventure romps with text interaction? Using it as a platform for cool and diverse bite-sized gameplay that breaks up the monotony.

All of these will create the always shifting, strange and weirdly finnicky feel of hyperspace, with normal space being the one with solid laws and exact constants.

LE: Also i /actually/ spitballed all of these within the 10 minutes that it took me to write them down. :P
Title: Re: Hyperspace Terrain
Post by: Tartiflette on September 22, 2015, 08:32:19 AM
I was originally going to guess outposts for the next campaign feature, but Gothars already guessed that.
So, I put my rampant speculation on either mining /industry, or GIANT SPACE WORMS!  ;D
Spoiler
(http://i.imgur.com/NiprzTK.gif)
[close]
Mining/Industry is a whole major update just in itself (0.8a?), I doubt Alex would duck-tape that on the back of a Sensor/navigation/officers/missions update...
Title: Re: Hyperspace Terrain
Post by: SafariJohn on September 22, 2015, 08:54:19 AM
Say hyperspace storms reduce your speed to 1, would Emergency Burn still increase your speed or would the storm's speed reduction cancel it out too?


In regards to lightning bolts/energy discharges I notice the current hyperspace storm only has lit up clouds, might we see actual lightning bolts? It would help sell that your fleet is in the storm. It would also be cool if some of the clouds completely obscured ships (but not fleet circles). That would also sell the feeling of being in the terrain rather than above or on it.
Title: Re: Hyperspace Terrain
Post by: cmccrea on September 22, 2015, 12:40:06 PM
Idea Suggestion: Hyperspace fast lanes

Imagine Finding Nemo's high speed underwater current movement/feel but in space.

The fast lane "current" would be fluid, not static. This would lend itself perfectly to the mechanics of the game. Navigating the fast lane, trying to stay in the center of the current for the biggest boost to speed, rewarding players for skill.
Improved fuel economy could be an additional incentive reward.
No time wasted trying to catch a wave, its always there, but also always moving to some extent.
New game-play options could allow pirates/factions to setup speed traps in/near the current.
Title: Re: Hyperspace Terrain
Post by: StarSchulz on September 22, 2015, 01:53:52 PM
I used to play a game called "treasure planet: battle at procyon" where there were these things called Etherium currents that would speed you up significantly when you entered them. not knowing exactly where they would lead and it being very hard to leave one were factors in deciding whether or not to use one. gameplay wise there they were persistent sort of "space rivers" that would help you gain the speed to escape.

story wise they were seasonal sort of tides that would start and stop and have different directions depending on the time of year.

makes me think that the sort of thing could work here, where a few days after appearing one would be mapped and could be seen by all. there would be a short window of time in hyperspace where it wouldn't be mapped, and you could decide whether jumping into one would be worth the risk. other fleets including yours would use them too, but because of the risk of one leading into a less known part of hyperspace and into a bad weather report's storm they would be dangerous.

Dangerous, but potentially lifesaving if you need to escape from a pursuer in hyperspace where you don't have the fuel to dump into your engines in an emergency.
Title: Re: Hyperspace Terrain
Post by: Alex on September 22, 2015, 07:57:37 PM
Say hyperspace storms reduce your speed to 1, would Emergency Burn still increase your speed or would the storm's speed reduction cancel it out too?

They multiply your speed by 0.25, which comes after the EB bonus, so it's only minimally helpful.

(Apologies for the short response here, feeling rather under the weather.)
Title: Re: Hyperspace Terrain
Post by: Midnight Kitsune on September 22, 2015, 08:48:54 PM
Say hyperspace storms reduce your speed to 1, would Emergency Burn still increase your speed or would the storm's speed reduction cancel it out too?

They multiply your speed by 0.25, which comes after the EB bonus, so it's only minimally helpful.

(Apologies for the short response here, feeling rather under the weather.)
Get well soon man!
Title: Re: Hyperspace Terrain
Post by: Clockwork Owl on September 23, 2015, 07:06:37 AM
Heck, that's burn speed 2 for a frigate groups. Without navigation skill of course.
Title: Re: Hyperspace Terrain
Post by: Tartiflette on September 23, 2015, 01:17:35 PM
More speculations for the "secret" feature: Improved boarding? (D) variants re-conversion? Multi-side battles? The actual old gates present in the sector with the graveyard surrounding them? New fighter wings handling that forces the fleet to have flight decks to carry them around in hyper? Reworked phase mechanic?
Title: Re: Hyperspace Terrain
Post by: Nanao-kun on September 23, 2015, 03:15:03 PM
It's be funny if the hyperspace wavefronts were hyperspace tsunamis instead. :P
Title: Re: Hyperspace Terrain
Post by: CrashToDesktop on September 23, 2015, 03:57:44 PM
[rampant_speculation_on_end_of_blog_post]
So, everything recently has had to do with the campaign map (including hyperspace) as a whole.  I guess you could say that the Officers relate more to combat, but it ties more directly into the new NPC interaction system.  To tie up all the things we know now, here it is - we've got hyperspace terrain, normal-space terrain, faction music, the fleet interaction HUD (including fleet abilities, transponders, and senors), combat officers and campaign missions.  In his Twitter, Alex has stated that he plans to change a "'pile of features' to 'actually fun to play'" and "This is going to take a lot of hacking, isn't it. Alright, I'm game.", both of which can possibly relate to Starsector and not just a general tweet about a side project.

With that in mind, I assume the devs are going to be working on either a new base for more features (much like how the NPC interaction system, in the "Campaign Missions" blog post, served as a basis for combat officers), or he's going to make another addition to terrain.  The NPC interation system seems good for a start, and has had something created with it.  Faction music seems to be in a realm of it's own, although as Alex has created the blog post and music is made by Stian, there's not much Alex can do to build on that (at least, as far as I can see).  The terrain has had two iterations, both the normal-space terrain (which includes the interaction between the campaign and combat map, e.g. more asteroids in asteroid fields, entire-map nebula, etc) and the hyperspace campaign map changes.

I speculate that, if it is a "base" mechanic, then it'll be fleet-to-fleet interactions.  In a somewhat-recent screenshot  (https://pbs.twimg.com/media/CGW-9NIWwAIDZr0.png:large)on Alex's twitter (at least, recent in Starsector terms with it's long development cycles), it shows the "Recon" command from combat map, which could mean splitting off a part of your fleet (possibly designated via combat officers, since every fleet has an overall commander).  Now, the fleet splitting addition is something added onto the "base" mechanic - the base mechanic itself might be the fleet-to-fleet interactions that lead to the fleet splitting function.  This could also lead to fleet battles on the campaign map taking time, however there is no evidence I have to support that yet.  As a backup, this is both a very large campaign mechanic that could lead to a better experience, as Alex might believe,

If the new, secret idea is not a base mechanic and is a pile of stuff made into something, then it'll be vastly simpler and require less explanation - hyperspace and it's terrains will affect the combat map.  so, if you have a battle in a hyperspace storm, some serious sht will go down between you, your enemy, and the map itself.
[rampant_speculation_on_end_of_blog_post]
Can't nail me for going off-topic and locking the thread Gothars, since the unknown function/mechanic is mentioned at the bottom of the blog post. ;)
Title: Re: Hyperspace Terrain
Post by: Gothars on September 23, 2015, 11:10:56 PM
I speculate that, if it is a "base" mechanic, then it'll be fleet-to-fleet interactions.  In a somewhat-recent screenshot  (https://pbs.twimg.com/media/CGW-9NIWwAIDZr0.png:large)on Alex's twitter (at least, recent in Starsector terms with it's long development cycles), it shows the "Recon" command from combat map,

That screenshot is probably too old to be related to a feature Alex only just begun toying with, but other than that I like your theory best so far ;) "Hacking" indeed seems to relate to the change of an existing feature more than the addition of something totally new.
Title: Re: Hyperspace Terrain
Post by: Doom101 on September 24, 2015, 08:05:12 AM
gah, im always late to find out about new things, regardless this looks impressive, i'm so glad hyperspace is getting special terrain, although im curious just how bad does a storm impact CR? like, will it start destroying ships in a large storm or would any given ship survive any given storm and just be slightly in danger of malfunctioning if it got in a fight?

Oh that's another thing, if we get in a fight IN a storm does the combat arena reflect that? fighting an enemy who wants to kill you, in an arena that wants to kill both of you, would be pretty awesome.

Edit: just finished catching up on this thread, my bet for the secret project is what i posted above, that the terrain is integrated into fights, Unless alex responds to my initial question, this is my final answer.
Title: Re: Hyperspace Terrain
Post by: Madao on September 24, 2015, 08:33:29 AM
Release sort of kinda a bit inbound, so excite!  :D
Title: Re: Hyperspace Terrain
Post by: Clockwork Owl on September 24, 2015, 09:24:31 AM
How about keeping the wavefront, making it narrower and slower(to the point they are slightly slower than most fleet), and make them cancel out the effects of hyperspace storm? You'll occasionally get faster and safer travel route.

Keep in mind, however, that I don't know the overall shape, frequency, and location of waves. I assumed that they are linear, not reliably frequent, and occuring randomly.
Title: Re: Hyperspace Terrain
Post by: CrashToDesktop on September 24, 2015, 10:01:10 AM
Oh, forgot to add on to that rampant speculation post - I have this itching feeling that a release will happen in early to mid October.  Not that Alex knows right now (since he has no idea how long it'll take to make something, hacking or not, and how long testing will go on).
Title: Re: Hyperspace Terrain
Post by: Alex on September 24, 2015, 10:29:59 AM
I must say, I approve of the the amount and quality of rampant speculation going on here.

Get well soon man!

Thanks! Starting to feel a bit better today. I think.

gah, im always late to find out about new things, regardless this looks impressive, i'm so glad hyperspace is getting special terrain, although im curious just how bad does a storm impact CR? like, will it start destroying ships in a large storm or would any given ship survive any given storm and just be slightly in danger of malfunctioning if it got in a fight?

It's not going to do actual damage, but it could take CR down to zero, though that'd take some very poor navigating indeed. Or just starting at very low CR, I suppose.

Oh that's another thing, if we get in a fight IN a storm does the combat arena reflect that? fighting an enemy who wants to kill you, in an arena that wants to kill both of you, would be pretty awesome.

It currently doesn't. Most other terrain already does, btw (as, I think, is mentioned in the patch notes). I do have a TODO item to do something about this, but it's fairly low priority because, well, things work without that. But yeah, more tie-ins like this between the layers are great.


How about keeping the wavefront, making it narrower and slower(to the point they are slightly slower than most fleet), and make them cancel out the effects of hyperspace storm? You'll occasionally get faster and safer travel route.

Keep in mind, however, that I don't know the overall shape, frequency, and location of waves. I assumed that they are linear, not reliably frequent, and occuring randomly.

Hmm. I mean, in theory, that could be neat, but I think it comes back to (as things often do) to whether the mechanic would pull its own weight. Does unreliably being able to skip out on being stuck in a storm add much? Is it even a positive, design-wise? The idea behind the storms mechanic was, in part, to have a minimal amount of mechanics that accomplish the design goal ("travel can be done poorly or well"). Now, it's definitely not *strictly* minimal, but it still does the job with only one type of terrain.

I think the question to ask when adding more mechanics on top of this base is, "what design issue does <new mechanic> solve?". And to get to that point, I think it'll require some playtesting (probably in the form of a release) to identify what those issues are.
Title: Re: Hyperspace Terrain
Post by: orost on September 24, 2015, 03:08:02 PM
Maybe the wavefront thing could work if the choice of using one involved more than just speed. Say, it's always faster to take the wavefront than not, but they're a cripplingly hostile enviroment to fight in and there could be pirates lurking along common wavefront-paths with ships adapted to fighting in them, or maybe using the wavefronts would mean a risk of getting dragged into the heart of a large hyperspace storm and having the wavefront fizzle out under you leaving you in a pickle, if you don't react fast enough to bail before that happens.

That would give three ways of travel: slow, boring, along established shallow hyperspace paths, faster, directly through deep hyperspace with risk of storms or ambush, and fastest but hold-my-beer-I'm-doing-this risky wavefront travel.
Title: Re: Hyperspace Terrain
Post by: pigreko on September 24, 2015, 06:24:22 PM
The only thing I keep thinking about is how this terrain could somehow shape ever-changing flight routes. And then you bug a satellite and discover the safe route of a lot of traders in clear space; or that a cargo with precious and rare stuff is risking deep hyperspace to take a shortcut. So you can plan ambushes or blockades.

Of course there could be something like that for normal space too, who knows. I like the idea. Maybe it is not relevant but who knows :D
Title: Re: Hyperspace Terrain
Post by: Linnis on September 24, 2015, 06:38:21 PM
So hyperspace storm will also hide fleets...?

Talking about hidden stuff, there will be AI fleets taking advantage or built to use the campaign layer terrain right? Hidden pirates, hidden bases, hidden SYSTEMS.
Title: Re: Hyperspace Terrain
Post by: CrashToDesktop on September 24, 2015, 06:42:26 PM
So hyperspace storm will also hide fleets...?
Quite the opposite - it'll make your fleet stick out like a sore thumb in the middle of hyperspace.

Nebula however, which I don't think form in Hyperspace (and are usually found around gas giants) will hide your fleet without affecting your own sensors.
Title: Re: Hyperspace Terrain
Post by: Linnis on September 25, 2015, 05:36:17 PM
Well how does that make sense, both the storms and nebulae. Storms being essentially active nebulas and they should e around early star systems, and be in clumps and or rings spread around a star or "center"
Title: Re: Hyperspace Terrain
Post by: Thaago on September 25, 2015, 05:50:23 PM
I don't think the storms are related at all to nebulae - they are made of hyperspace phlebtonium :P.

I forgot my rampant speculation! Lets see... campaign layer... hyperspace stuff... I'm going to go with space dragons that live in deep hyperspace. Their eyes shoot phase beams and they belch torpedoes. They occasionally chase down and rip ships apart for treasure. If you can find their lairs you can raid them, but be careful because they keep pet space amoebas. That also eat ships.


This post brought to you by the committee for Alex feeling better by playing MOOII. You know you want to...
Title: Re: Hyperspace Terrain
Post by: SafariJohn on September 25, 2015, 06:03:37 PM
[ridiculousspeculation]
(http://cdn-img.fimfiction.net/story/zh7s-1432421595-4387-medium)
[/ridiculousspeculation]
Title: Re: Hyperspace Terrain
Post by: Nick XR on September 25, 2015, 10:11:55 PM
Rampant speculation?

Multi-player. 

Co-op: One person plays the game per-normal, the other gets to join in for battles by controlling a friendly ship using the associated ship captain's skills.  Under the hood this is done by setting some AI type to "remote", the host relaying game state and the remote client just rendering it.
Vs: Pretty obvious, either fixed symmetrical fleets or "build a fleet from points"

They have something like this for M&B as a mod, my friends and I can't get enough of it.  Multi-player is a great way to leverage a social aspect and get a lot more sales IMO.
Title: Re: Hyperspace Terrain
Post by: CrashToDesktop on September 26, 2015, 05:22:01 AM
Rampant speculation?

Multi-player. 

Co-op: One person plays the game per-normal, the other gets to join in for battles by controlling a friendly ship using the associated ship captain's skills.  Under the hood this is done by setting some AI type to "remote", the host relaying game state and the remote client just rendering it.
Vs: Pretty obvious, either fixed symmetrical fleets or "build a fleet from points"

They have something like this for M&B as a mod, my friends and I can't get enough of it.  Multi-player is a great way to leverage a social aspect and get a lot more sales IMO.
We've been asking for that for a long time now, and I think Alex has effecitvely said "never."  It'd just take too much time and effort for something that's not guaranteed to even work. let alone work well.
Title: Re: Hyperspace Terrain
Post by: kruqnut on September 27, 2015, 01:25:34 PM
Probably too much of a reworking of the game but I think gravitational physics would add alot to the flight terrain feel. Like slingshotting around planets or stars and being pulled in towards objects based upon their mass.
Title: Re: Hyperspace Terrain
Post by: Sproginator on September 27, 2015, 02:59:20 PM
Probably too much of a reworking of the game but I think gravitational physics would add alot to the flight terrain feel. Like slingshotting around planets or stars and being pulled in towards objects based upon their mass.

I'd like that too
Title: Re: Hyperspace Terrain
Post by: Midnight Kitsune on September 27, 2015, 04:49:46 PM
Probably too much of a reworking of the game but I think gravitational physics would add alot to the flight terrain feel. Like slingshotting around planets or stars and being pulled in towards objects based upon their mass.
It semi use to be in the game during the 54 era (alot like how in deep hyperspace you go faster only it was like that with celestial bodies)
Title: Re: Hyperspace Terrain
Post by: SafariJohn on September 27, 2015, 06:09:10 PM
It occurred to me that there aren't any hyperspace terrains good for hiding or ambushes. Open hyperspace is the closest simply since it has no effect on sensors/profile good or bad.
Title: Re: Hyperspace Terrain
Post by: Nick XR on September 27, 2015, 07:42:35 PM
How about group battles a la Mount and Blade (was already mentioned), but that would give the ability to have nearby deployable structures, like battle stations, involved in the fight.
Title: Re: Hyperspace Terrain
Post by: CrashToDesktop on September 27, 2015, 08:15:14 PM
I kind of mentioned fleet-to-fleet interactions being implemented in my rampant speculation post - I wholeheartedly agree with the fleet battles taking time to do, both the player's battles and AI ones.  But I doubt stations helping in battle because stations are so large.  Also, maybe splitting fleets off (like having a recon section slightly ahead of your own fleet to see what the enemy has, etc.).
Title: Re: Hyperspace Terrain
Post by: Gothars on September 28, 2015, 12:25:15 AM
Yeah, fleet splitting is pretty likely (for a shot in the dark). The new feature is supposed to improve campaign playability. Alex was not quite clear on how we are supposed to find fleets to interact with now that sensor range is limited, it isn't hard to imagine that splitting of a scout fleet is the playability improvement related to that. And as Soldier said, it would fit nicely with the introduction of officers (as scout captains).
Title: Re: Hyperspace Terrain
Post by: Linnis on September 30, 2015, 12:58:20 PM
Just gotta remember when sending the scout captain with his crew out on missions to give them supplies.
Title: Re: Hyperspace Terrain
Post by: akeean on October 01, 2015, 11:17:00 PM
... If I told you, I'd be in deep trouble with my boss. Might even get fired.

Wait, what? Am I the only one to notice the joke here?
Title: Re: Hyperspace Terrain
Post by: burito on October 06, 2015, 07:24:34 AM
Sorry, random passer by who is quite interested in this game...

Wavefronts.

They can still exist within your "they make the player slower if they mess up" idea.

Make them somewhat rare, and more of a navigational hazard. Keep the idea of they can speed you up, but, just like real waves, they are only useful if you don't have a destination (other than not here).

Useful for people who just want to get away from here as fast as possible, or people doing somewhat random scouting. For people with an agenda, who just want to get from A to B, or people on a time frame, they are a nuisance.

Also really useful for people wanting to make a looong trip. No good for starhoppers.
Title: Re: Hyperspace Terrain
Post by: Baqar79 on November 16, 2015, 02:43:35 PM
I'm sorry for suddenly adding to this topic; but while waiting for the 0.7 release, I thought I would go through all the blogs about new features to get a better idea about what to expect.

I like the idea of moving hyperstorms that slow down travelling ships, but I wonder if it has been suggested that there could be more serious long term storms that create uncrossable barriers in hyperspace?

I thought it would add to the dynamic of trading and missions (especially time sensitive ones) when you also had to consider the 'weather' in hyperspace at the time you needed to travel to particular systems.  These hyperspace storms in some cases will extend the journey time by forcing you to follow a particular route to your destination, extending your journey by a considerable amount (obviously making for a much more expensive journey), and making it a lot easier for pirates in wait to select their prey as ships don't have the flexibility of moving in all directions when surrounded by these storms on certain sides.

In some cases these longer-term hyperspace storms could shut off systems alltogether (and of course influence trading and missions accordingly).  Perhaps they can be predicted to some extent and so it could be possible to obtain 'weather' reports about the upcoming hyperspace conditions over the next couple of weeks and plan accordingly.
Title: Re: Hyperspace Terrain
Post by: StarSchulz on November 16, 2015, 06:54:37 PM
That makes me think, could a hyperspace storm form over a wormhole? that would be... interesting.
Title: Re: Hyperspace Terrain
Post by: Baqar79 on November 16, 2015, 09:15:51 PM
This is pretty much what I had in mind:

(http://i.imgur.com/f9kEIRr.png)

These 'storm front' lines would move slowly over time, slowly opening and closing different routes; and on particularly nice days of the year, disappear alltogether.

It may be difficult to build an AI to drive the lines to make certain we don't cut off ships mid-travel, but I was thinking perhaps if we started with a few custom maps that have static points; and then attach lines to those points and then shape the line between those 2 points randomly (but make it so that the line only connects at those 2 points, and that line does not touch another line), it would look a bit more natural, while ensuring the routes you want to keep open, stay open, without having to design a really smart AI to make sure travelling ships don't get trapped...maybe...I need to think this through a little more  ???

In any case the above was kind of what I was aiming at  ;)
Title: Re: Hyperspace Terrain
Post by: StarSchulz on November 16, 2015, 09:30:24 PM
for a trip like that you better be packing extra fuel!  ;)
Title: Re: Hyperspace Terrain
Post by: Baqar79 on November 16, 2015, 10:01:50 PM
Indeed!

I can't say for sure whether it would be an enjoyable/frustrating mechanic, but the state of hyperspace would be an important consideration when considering missions ("damn!, I don't think I can make that time window"), general trade ("ouch!, it's going to cost THAT much in fuel/supply?!") and perhaps a decent indication of where to expect a lot of pirate activity ("I better bring some protection along, that small gap I can travel through looks rather omnious..").
Title: Re: Hyperspace Terrain
Post by: Clockwork Owl on November 17, 2015, 04:25:45 AM
Determining whether a place is impossible to reach(and therefore whether the generated map is illegal) is not that hard, especially if based on grids.

More considerations should be taken in, as Alex said multiple times, "what role will they serve and what design problems will they solve".