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Blog Posts / Re: Colony Crises
« on: November 27, 2023, 04:46:24 AM »My general expectation is that the player will want to cooperate in making the fantasy/story "work out" in their mind
But we're not even mainly talking story/immersion here but gameplay. Fleets that do this invalidate a clear and interactable element of gameplay related to jump points demonstrated in the game. I am not sure how this isn't clear enough...
the alternative - making every single fleet that you find anywhere get there in a "real" way - is considerably more problematic in various ways.
Right and no one wrote that they should here, so why that point again? If the player is in hyperspace near the system just use the usual "spawn fleet outside player's vision then fly there" mechanic already used. It forces the fleets to use the jump points and fixes the main problem. If the player was away and flies to a system it makes sense fleets would already be in and have spawned inside directly - but when the player is near the system in hyperspace that's the case where it's a big nono.
For in-system dynamics, like written by Wyvern, it would also help fringe cases be more believable if we actually saw NPC fleets use transverse jumps sometimes. It should be rare of course (since it's a "special" maneuver), but seeing a smuggler transverse jump into a system through a nascent well as we come in oursleves would really sell the idea that "some other crazies also do this". Could also be used to lead to new gameplay situations using the game's own mechanics.