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Author Topic: Wormholes and Sundry - Getting Around the Sector  (Read 16389 times)

Sly

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Re: Wormholes and Sundry - Getting Around the Sector
« Reply #30 on: August 31, 2023, 05:57:57 PM »

This stuff is definitely going to revolutionize how I approach hyperspace travel and take it to the next level. Reverse Polarity and Generate Slipsurge will make putting together the puzzle of hyperspace efficiency much simpler.

Badass.

Spoiler
There's a reason no one talks about the abyss. No doubt only the most insane or greedy Captains plumb its depths, they say, attracted by its onyx lucre. "But there's nothing there!" the officers always insist. But there is something there, isn't there? Something that calls to them, like music. Those that return are changed by it, wide-eyed and far away, telling anyone who'll listen about impossible shapes in the dark. Any Spacer with half a mind avoids them for fear of being touched by whatever they have, but sometimes a fresh crewman with mud still on their boots will stop and listen, and the whole cycle repeats itself, if they manage to come back alive... - Interview of a Former Long-Range Survey Captain, Madeira Station Promenade
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Histidine

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Re: Wormholes and Sundry - Getting Around the Sector
« Reply #31 on: August 31, 2023, 06:27:43 PM »

Anything that makes getting around the Sector easier is certainly nice.

I'd also like NPC fleets to eventually have proper navigation and use these travel abilities (gates included) if the fleet is flagged to have the corresponding abilities.
Not because it otherwise makes the player ~special~ (although there is a little of that), but because if you ever watch an NPC fleet do any sort of long distance travel (granted, you only have reason to see the proverbial sausage-making in certain mod scenarios) it becomes positively painful to see it always take the long way and not even do that well; in particular they blunder straight into hyperspace storms and get blown way off course, and cross slipstreams poorly and get washed far downstream from their destination.
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FooF

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Re: Wormholes and Sundry - Getting Around the Sector
« Reply #32 on: August 31, 2023, 06:50:20 PM »

Spoiler
There's a reason no one talks about the abyss. No doubt only the most insane or greedy Captains plumb its depths, they say, attracted by its onyx lucre. "But there's nothing there!" the officers always insist. But there is something there, isn't there? Something that calls to them, like music. Those that return are changed by it, wide-eyed and far away, telling anyone who'll listen about impossible shapes in the dark. Any Spacer with half a mind avoids them for fear of being touched by whatever they have, but sometimes a fresh crewman with mud still on their boots will stop and listen, and the whole cycle repeats itself, if they manage to come back alive... - Interview of a Former Long-Range Survey Captain, Madeira Station Promenade
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I like the lore blurb! The abyss sort of cements why the sector is completely cut off. Outside of gravity wells, hyperspace is not only prohibitively expensive to traverse but also terrifying. Pitch black, sensor ghosts everywhere, no heading to speak of...just blind groping in the dark.

Spoiler
"Knew a captain that went into the abyss 6 cycles ago. Wouldn't talk about it, so one time, me and some buddies got him proper nuked. He let slip he saw something out there. Immediately went dead-eyed. I've seen my fair share of vacuum shock but not like this. Heard he found Ludd and never left the ground again." - Veteran Spacer
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Alex

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Re: Wormholes and Sundry - Getting Around the Sector
« Reply #33 on: August 31, 2023, 06:55:21 PM »

This topic reminds me of a question: why do fleets travel with their transponders on in hyperspace?  They should rather turn them off to hide their identities and avoid detection by pirates.

Hmm, possibly. It's been a while and I don't remember the reasons :)

Judging by the screenshot of abyssal hyperspace in the blogpost, at some point it literally fades into a black-screen background? I really love the idea of abyssal hyperspace, reminds me of real life voids in-between our galaxy filaments, but the plain black-screen for background just seems a bit anticlimactic, which I guess is kind of the entire point, but still, I imagine at least some sort of background visuals to break up an otherwise plain nothing wouldn't hurt. Maybe something like bubbling, shifting ink, akin to regular hyperspace but much more subtle with all the light faded?

I get what you're saying, but I think this works - at least, seeing this in-game, it hits exactly the feel I'm looking for.


With regards to the ability/inability of non-player fleets to use the Generate Slipsurge ability, I think this is a relatively good opportunity to add some drastic faction variation.

I could see NPC fleets having Reverse Polarity, but Generate Slipsurge is really a player-centric ability in terms of how it actually functions.


Having the abyss play a soundtrack similar to the funny system without jump point would be super neat, if that has been thought about. Just hope it's not the same as the regular hyperspace soundtrack.

HMM.


Spoiler
There's a reason no one talks about the abyss. No doubt only the most insane or greedy Captains plumb its depths, they say, attracted by its onyx lucre. "But there's nothing there!" the officers always insist. But there is something there, isn't there? Something that calls to them, like music. Those that return are changed by it, wide-eyed and far away, telling anyone who'll listen about impossible shapes in the dark. Any Spacer with half a mind avoids them for fear of being touched by whatever they have, but sometimes a fresh crewman with mud still on their boots will stop and listen, and the whole cycle repeats itself, if they manage to come back alive... - Interview of a Former Long-Range Survey Captain, Madeira Station Promenade
[close]

Hey, that's pretty good! :)

Spoiler
"Knew a captain that went into the abyss 6 cycles ago. Wouldn't talk about it, so one time, me and some buddies got him proper nuked. He let slip he saw something out there. Immediately went dead-eyed. I've seen my fair share of vacuum shock but not like this. Heard he found Ludd and never left the ground again." - Veteran Spacer
[close]

... and so's this!



... but because if you ever watch an NPC fleet do any sort of long distance travel (granted, you only have reason to see the proverbial sausage-making in certain mod scenarios) it becomes positively painful to see it always take the long way and not even do that well; in particular they blunder straight into hyperspace storms and get blown way off course, and cross slipstreams poorly and get washed far downstream from their destination.

There are some significant improvements to how NPC fleets travel across hyperspace. In particular, they're more willing to use Emergency Burn as needed (such as for crossing slipstreams), etc. I spent quite a while watching them move (or in some cases try to move and fail) and was compelled to make some changes. It's not perfect by any stretch but they make consistent progress and get where they're going pretty reliably. (Context: implementing a different, easier-to-use base class for raids and similar, that lets fleets move together as a group, among other things.)
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Dri

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Re: Wormholes and Sundry - Getting Around the Sector
« Reply #34 on: August 31, 2023, 07:03:21 PM »

Ahh yeah, bring on the eldritch abyssal stuff, people love it.
You see this comic someone made about Phase Ships? https://www.reddit.com/media?url=https%3A%2F%2Fi.redd.it%2Fzjk8pdh6ywv31.jpg

Like I said, people get excited when spooky stuff is afoot.
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Kat

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Re: Wormholes and Sundry - Getting Around the Sector
« Reply #35 on: August 31, 2023, 10:10:24 PM »

On the subject of there being things in the abyss, I was memeing in the lore prospectors channel on the unofficial discord last night, and ended up drawing this, that got a laugh.

Spoiler
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Kanil

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Re: Wormholes and Sundry - Getting Around the Sector
« Reply #36 on: August 31, 2023, 10:22:14 PM »

Are the Anchors going to be random drops, or guaranteed in... some fashion that we'll find out about at release? I feel like if they're random drops, getting both of them will be more frustrating than anything else, really -- but I'd imagine you're already aware of that.

Although I suppose what I really want is to just get from my colony zone to the core worlds directly, and while a wormhole to Duzakh does that just fine, we can now build gates, so if that is guaranteed, then wormhole anchors being random wouldn't be too frustrating.
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SpaceDrake

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Re: Wormholes and Sundry - Getting Around the Sector
« Reply #37 on: September 01, 2023, 12:36:30 AM »

From the way it's phrased, the wormhole anchors and the scanner will be part of The Stuff we get when we get back in touch with folks from the Previous Branchâ„¢ of the main story.

Man, I really did not expect this to get picked up again in a .x.1 release.
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InertFurry

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Re: Wormholes and Sundry - Getting Around the Sector
« Reply #38 on: September 01, 2023, 07:17:12 AM »

I am violently hype.
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Fenrir

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Re: Wormholes and Sundry - Getting Around the Sector
« Reply #39 on: September 01, 2023, 07:29:08 AM »

Setting up Wormholes and Gates at designated systems at your choice, some very far away and hard to reach systems in the abyss. I'd say let's set up a shortcut between core worlds and those systems! After all, WHAT COULD POSSIBLELY GO WRONG!

Edit:
Spoiler
"I might be the only one back from the abyss both sane and alive. Our captain sure didn't, heard her always holds to a can of dirt ever since. We all heard the official nonsenses. Some claim that it is far enough from our world where boundary between P-space and real fade away, others believe devils prey on those deviate from the Ludd. All I can tell you is that I did saw something smile at me outside my quarter window when others were busy killing each other in the corridor outside my blast door. You won't get prevented from going there even if I tell you not to, will you?"
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Edit: Edit: Reverse Polarity, hum, sounds weirdly familiar. *insert Doctor Who (The TV-series) Opening theme*
« Last Edit: September 01, 2023, 09:57:35 AM by Fenrir »
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*cough* try tossing the PK into a black hole *cough*

Aerolfos

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Re: Wormholes and Sundry - Getting Around the Sector
« Reply #40 on: September 01, 2023, 07:47:43 AM »

I think an idea that would be neat is if the Hegemony, obsessed as they are with prestige, actually had a single wormhole of their own. Say in Nachiketa as an industrial hub, but not exposing their capital.

It goes to a system at the edge of the sector with a small Hegemony colony that is actively be losing huge amounts of money - that should sell it as a complete vanity project and a massive loss in practical terms. But now they can technically reach the edge of the sector and do research there (only with VIPs that get to be escorted with their single wormhole scanner, of course). Other than that, nothing worthwhile really. Just another way of clinging on to the past and claiming to be better than the rest of the sector - look they totally can travel where they want, it's not lost technology at all.
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SCC

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Re: Wormholes and Sundry - Getting Around the Sector
« Reply #41 on: September 01, 2023, 07:58:36 AM »

Fleets could be generated or removed from the world via slip-surge. I don't expect surging to be accurate enough that you can know a given fleet didn't exist previously (or stopped existing after the surge), unless you were following it beforehand.

Abyss being an expansion of the map sounds nice. I wouldn't mind having a few systems snuck in there. I also wouldn't mind wormholes taking you to some dungeons.

coldiceEVO

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Re: Wormholes and Sundry - Getting Around the Sector
« Reply #42 on: September 01, 2023, 08:00:10 AM »

I want hyperspace trash patch.
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Nick XR

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Re: Wormholes and Sundry - Getting Around the Sector
« Reply #43 on: September 01, 2023, 09:10:24 AM »

Irrational excitement has been replaced by rational excitement!

Looking forward to how the abyss ties in with lore and what in game NPCs have to say about it.

SteelHeart

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Re: Wormholes and Sundry - Getting Around the Sector
« Reply #44 on: September 01, 2023, 11:27:00 AM »

One thing I hope for sound wise is we get an abyssal hyperspace soundtrack, but as we go deeper into the abyss it gets quitter, then it goes silent. Then the rest of the game sounds gets progressively more muted and eventually silent.

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