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Author Topic: Hyperspace Navigation Buoys  (Read 672 times)

StahnAileron

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Hyperspace Navigation Buoys
« on: December 02, 2018, 10:01:00 AM »

In 0.9a, we can possibly build Comm Relays, Nav Buoys, and/or Sensors within a star system.

However, given the procedural nature of Sector creation, getting to any said star system could be a chore due to Deep Hyperspace Storms (especially now with the "Burn Drive on Storm Hit" mechanic possible throwing you WAY off-course). Once you find a path through hyperspace to key locations (e.g. your faction systems, Level 3 *REDACTED*-infested farms *ahem* systems, you won't always remember how to get there easily again without flipping back and forth to the map (which can be very rough for finding clear spots in hyperspace).

So, I propose a player being able to build Navigation Beacons/Buoys in hyperspace. They don't do anything other than draw a line between themselves (hopefully player defined...) as a visual navigation aid to the player so they know what path to take to whatever destination the player has mapped out.

If it seems like it won't be much of a gameplay balance issue, the Navigation skill could add some bonuses, like:
  • Add an extra burn level when traveling along the marked path (aka corridor)
  • Reducing the burn penalty of traveling on a corridor through deep hyperspace
  • Locking the benefits to the buoy owner and allies (which would then make then destructible/steal-able, like the in-system stuff; might not be a good "benefit/bonus", but I'm just throwing things out there)
  • Any fleet traveling along the corridor is detected (hyperspace traffic control, if you will; perhaps only if their IFF is on)
This would require some sort of interface (probably in Command) to manage the "connections" between Buoys so a player can define the actual paths they want rather than letting the game guess.

I would say it'd be nice to have pre-made marked navigation corridors on sector creation so the player has something to work with early on, but that might be difficult to code into the sector creation script.

On a side note: Having marked navigation corridors would be something pirates and other unscrupulous faction could exploit to raid convoys. Travel down a corridor, minding your own business, when BAM! A pirate fleet lurking in a deep hyperspace cloud jumps you! Or, closer to the core worlds, there are faction patrols along corridors. Could be good or bad depending on your activities.
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Megas

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Re: Hyperspace Navigation Buoys
« Reply #1 on: December 02, 2018, 10:11:49 AM »

I probably like a captain's log for in-game note taking.

Or at least let player put sticky tacks on systems (like on forum topics) on the map to remind player that "Hey! This system is important!"  We can already sticky intel, why not star systems on the map themselves?

My secondary colony in my first game had a convenient red Remnant system for farming nearby.
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StahnAileron

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Re: Hyperspace Navigation Buoys
« Reply #2 on: December 03, 2018, 02:27:32 AM »

I have a red *REDACTED* system "close" to my main faction system. If only getting to it didn't require making a giant U-turn or otherwise cutting through a very active region of deep hyperspace.

But yes, some method to also mark/annotate the map/systems would be useful. Otherwise, it's just hoping the game logs what you want and you then tag it as important. Not as informative though.

Speaking of which: A way to DELETE fleet logs would be nice. Just because I discover info from surveying doesn't mean the info is important to me. (Ore levels don't mean much to me if the planet still sucks in terms of hazard rating.) The logs technically auto-delete once you survey the objective in question, but I shouldn't be forced to survey out-of-the-way locations just to clear an entry from my fleet log.
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