Isolated Planetary Instances

DivineEvil shared this feedback 46 days ago
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As the name suggest, a system for existing servers or for the new game to use separate instanced spaces for every in-world celestial body. Every player is assigned to be present in a given local space of the planet, moon or asteroid cluster, and all activity happens relative to that local space. The space itself extends to a certain range from the instance's point of origin, and trying to venture off its boundaries gradually truncates velocity as the player or his vehicle travels further from the origin. In that context, interplanetary (interstellar?) travel can occur only by the use of appropriate FTL device used on the outskirts of the instance, since using conventional thrusters is meaningless anyway.

This principle of world architecture should:

  • Offer better performance. Enclosed instances would eliminate enormous amount of redundant space, that serves no functional purpose, and never visited by anyone. More isn't better if what you have more of is just empty void.
  • Allow for more realistic solar systems. A solar system can have its own virtual planery map, that simulates orbital movement of instances relative to the star and each-other. That movement can affect distances and thus the power/tech requirements to travel between instances.
  • Allow for independent planetary dynamics. An instanced planet or moon can have its own inclination, day duration, orbital period, etc Its skybox can simply reference the data from the star system to display positions of other bodies and parent star as distant primitive 3D objects, instead of bein a static cube with stars painted on it.
  • Allow for realistic distances. Even though the scale of planetary bodies are very small relative to real analogues, it still pretty weird how close some of those bodies are to each-other.
  • Opens opportunities for additional high-end blocks for locating and locking into distant planets and outposts, as well as varying jump-drives with capacitors for condensing energy for FTL jumps over varying and changing ranges.

This kind of instantiation was or is an important part of some similar games, that allows for larger worlds without the need for managing negative and largely meaningless regions away from points of interest.

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