Better transportation

Discussion in 'Suggestions' started by Average, Jan 7, 2020.

  1. Average

    Average Commander

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    The current system of transportation has several areas that could be improved:

    • Being able to quickly warp from one sector to the next makes the system feel trivial and small, because any system is under a minute of game-time away, rather than being an actual journey.
    • Sector link exploration is non-physical, in that its just clicking on the next point on the sector map. If it involved more physical exploration, there would be reason to take in the sights, stop off at way-stations (NPC or player) or for interesting events to occur, like an ambush (NPC or player).
    • The current system makes transportation a non-factor in the economy, because moving near unlimited amount of minerals to the other side of the system costs virtually nothing in resources or time (once you mine even one pentaxid asteroid you have enough to last weeks). It doesn't scale with the size of the ship or cargo, so early-game warp transport is prohibitive, late-game its cost is meaningless.

    There will be differing tastes on all those, but I think we could see some interesting improvements in the game if the following fixes were implemented:

    • Pentaxid cost for warp should be proportional to ship mass and volume. Small SVs should warp very cheaply, large cargo hauler CVs or battleships should require very large amounts. This means you spend an amount of pentaxid that reflects what you're carrying. Pentaxid needs also scale as the game progresses as you get bigger ships. (there should be an option to turn this off)
    • Wormholes/warp gates/jump zones - to jump to a connected system, you must fly to a particular area in space. Pentaxid cost is zero. This is similar to HWSs jump gates, only warp could happen automatically. Now there is space lanes where players and NPCs run into each-other and something interesting can happen, for example an NPC blockade. Players have a new reason to team up - for example to escort a valuable slow cargo shipment through a blockade. Or you could combine it with hotels to encourage stop-off points along the way. (HWS server has a gate system a bit like this, but the implementation method is non-public)
    • Transports (NPC or player) that offer warp and non-warp transportation as a paid service. For example, a player with good Zirax standing could offer transportation through Zirax blockades. Or, a shuttle that offers a ride from the planet surface to a space station. You might even include cargo space as part of the fare, if you also allowed paid cargo space payment NPC stations. If a server owner could script a path for the shuttle, so that passengers got a scenic tour of stuff, that would be amazing for PvE mission creation too.

    NPCs could blockade a wormhole as a barrier to progress or as a challenge for a profitable trade-route:

    [​IMG]

    A paid shuttle ride could introduce an important space station, add story complexity, or open up difficult locations early-game:
    [​IMG]
     
    #1
    Last edited: Jan 7, 2020
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  2. Track Driver

    Track Driver Rear Admiral

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    "INDEPENDANCE WAR" had a similar method of travel. A ship would approach a Lagrange Point to enter a wormhole. There was a physical gate that had to be passed thru where ships could be waiting to ambush. This was to travel between Star Systems, not between planets with a system.
     
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  3. idx64

    idx64 Lieutenant

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    Sounds very interesting, but if you look at the reality of Empyrion and the amount of bugs, I would rule it out.-
     
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  4. Average

    Average Commander

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    I think my suggestions could mostly be implemented very trivially. Making pentaxid cost proportional to mass and volume is a couple of simple calculations, and a couple of config options in a yaml. Warp gates actually already got implemented on the HWS server, so that wouldn't be hard, its just that the rest of us don't currently have access to it (massive kudos to them for doing it). The only somewhat tricky one is the final one (shuttle rides etc), although I think that would be worth it in the medium term as it would unlock considerable mission potential and fun gameplay.
     
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  5. Hummel-o-War

    Hummel-o-War Administrator
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    Suggestion 1+2 will be considered with a12 already (and maybe even more changes to warping)
    Suggestion 3 > yep, that’s a tricky one.
     
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  6. Average

    Average Commander

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