(Feature Idea) Possibly changing How FTL Works

Stephen Stiles shared this feedback 21 days ago
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So my idea is that instead of the Battlestar Galactica style instant blink out and reappear, you have the FTL drive open a dimensional portal, travel much "faster" although without increasing speed in the engine. Just make the points closer (like how the minecraft nether works) for a more Warhammer style travel method. Still gets you there much faster than not using it. Makes FTL more interesting.

Replies (9)

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There've been a few threads on this kind of topic, and while I certainly support changing FTL up it may be helpful to sell this a bit more, perhaps expound on how things would function and what it adds/removes from the game, or explain ideas for how to handle the inevitable oddities.


For example, this would probably allow interdiction to be part of the gameplay, allowing people to pull each other out of FTL either to attack them, or to create a precision FTL to normal-speed transition when this type of FTL replacing the jump-drive renders dropping back to normal speed at a precise location exceptionally difficult. Any other changes to gameplay you can think of that this would create?


Also, it may be important to consider answers to certain questions:

-What happens if your path in FTL passes through a solid object?

-What happens if you drop out of FTL (intentionally or not) inside a solid object?

-What happens if you ram in to another ship while both are moving at FTL?

-What happens if a solid object obstructs your transit to or from FTL?

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So you wouldn't actually need to slow down necessarily, I'm talking about decreasing the distance in the pocket dimension. If there are 2 ships within the "warp" I'd say keep physics as normal. Appearing inside a planet or asteroid? Certain death unless the asteroid is small enough that it gets annihilated. If your path in FTL passes through a solid object? Nothing

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I seem to have poorly worded the question...


The act of "slowing down" would be passing through the rift back to normal space, if you run in to something while half in the rift and half out does it cause abnormal damage?

If you lose the ability to sustain the rift while half way through it then does its closure pulverize the ship?

If a ship loses the ability to open rifts while in rift-space is it pushed back in to normal space or trapped in rift-space?

What sort of navigation-instrument are we talking?

How do you get lost flying a strait line?


Elaborate, thinking up everything can be quite fun and may inspire new ideas :)

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I'd also make it so that without some kind of navigation instrument you'd get lost

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If I imagine - how it could work?

1) The ship (generator) creates a rift in space-time, a wormhole? Does it remain open at both ends for the entire duration of the transition?

2) The ship (generator) creates a rift in space-time, a space-time bubble?


In both cases, we can assume that the route of a ship traveling in FTL mode, let's call it hyperspace, has nothing to do with the geometry of "normal space-time." Hyperspace is "empty," or the route has properties such that it bypasses or ignores material objects.


The problem of collision with a material object can be solved by a simple rule - a rift can only be created in an environment with a sufficiently low gravitational field and sufficiently low density (high vacuum) in normal space at both ends of the route. If the gravitational field is stronger than a certain limit, the entry point will not be created - and the exit point will not be created, or it will be shifted in a "random" direction to the nearest place where an exit point can be created. If an exit point cannot be created, an entry point will not be created either. The consequences can vary - up to a catastrophic "rebound" scenario, where the energy used to create the rift rebounds as an energy strike against the ship.


Combat in hyperspace - IMHO impossible, each ship has its own channel or bubble and moves along its own trajectory. Moreover, by definition, the channel bypasses or ignores material objects.


Navigation device – yes, there should be.

I imagine it like this: normal space is like a paper map crumpled into a ball – and movement in FTL mode through hyperspace is like piercing the crumpled map with a needle so that the rubber thread connects the entry and exit points. Controlling the direction of the needle's movement is complicated – and it should be done before the rift is created.

To get the right idea – the needle moves on the "back" side of the map, which has the "normal universe" drawn on the front.

The needle may also pierce the map in the wrong place – but this cannot be determined until you reach the exit point.

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So the portal/rift/wormhole wouldn't be open on both ends at the same time. More of an open to get in and then closes behind you. This would leave you inside the "warp" until such time as you decide to exit. If something goes wrong you either get destroyed, badly damaged, possibly stranded in either nowhere in realspace, or in the "warp" the way you could have ships interact but at the same time discourage fighting within "hyperspace/warp,etc" is that if your shields go down that protect you from said dimension you will be ripped apart. This would make combat not worth it.

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What makes combat "not worth it" in other settings are things like limited lives/resources. If you aren't playing a server with a cripplingly small PCU cap then SE1 has an overwhelming excess of more or less everything, your only limits are block-count, pcu, and time, and Keen has stated a desire to take that last one and make it a lot less of an issue for SE2. People will pvp in rift-space,


If anything, a ship losing its "rift-shield" causing it to get destroyed will encourage pvp there, it will be less cleanup for the admins, a more obvious win-condition for pvp-players that might not otherwise know if what they're seeing a wreck with a still functional turret or someone playing dead, an easy "send target player back to square one" for griefers, and a middle-finger to the victor for anyone that would rather burn everything they have than let their opponent salvage some of it.

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Perhaps I didn't explain it very well... movement through hyperspace would probably be better imagined as movement through a tunnel or tube of "normal" space-time leading through hyperspace.

Something like this:

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The environment around the ship is still "normal space."

But the ship's movement appears to a "distant observer" as movement along a "path shorter than a straight line."

This also means that the ship does not need special "rift shields." It only needs energy to create a rift or wormhole. This could work by the generator causing the creation of a rift, a wormhole. Thanks to the supplied energy, it expands to the size necessary for the ship to pass through and then collapses and disappears.

The length of the wormhole can actually be arbitrary—it can be long and even winding, but it can just as easily have a "zero" length.


But another picture is also possible: the crack that forms is small, microscopic, and the ship's generators stretch it to the necessary size just around the ship. Then it looks like a snake that has swallowed an ostrich egg...

And that is one of the reasons why many ships have slim, "aerodynamic" shapes.

Chasing an escaping ship: the ship opens the rift only for the time and size necessary for its passage.

Another ship would have to be of such dimensions that it could fit into the rift together with the ship that created the passage, and have the same speed and direction of movement. This would only be possible for small ships – significantly smaller than the ship that opened the rift.

Entering a closing rift and keeping it open would require more energy than opening it, as it is necessary to prevent the rift from collapsing and reopen it. If this fails, the ship will split into two parts – part of the ship will pass through the rift to the other side and part will remain in place.


On the other hand, such a mechanism would also allow a group of ships flying in formation to pass through together.


If passing through the rift corresponds to the idea of a "snake swallowing an egg," it is necessary to find the entrance to the rift while it still exists and supply the necessary energy to keep it open and expand it again. This may not be easy—it requires at least knowledge of the energy used to create the rift.

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Stephen's description seems to better fit the assorted variations of opening a passage between our universe and an alternate universe where the distances are shorter than it does just folding our space in to a wormhole. Note: he probably used "wormhole" wrong when trying to describe an inter-dimensional portal.

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Yes tael, I'm basically trying to describe 40k ftl without straight up ripping it off or making the other dimension be literally Hell.

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But Event Horizon was such a good film X)


Also if memory serves Semtex doesn't speak English as their first language and may subsequently get hung up on things for lack of context clues, so it seemed appropriate to explain when they started going on about wormholes.

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I know how wormholes work, I'm not advocating for a wormhole but have the other dimension be "smaller" this doesn't have to be visually represented or anything or even said but let's say it could work like this.

For every let's say 1 mile you go in this other space, it's 10 miles outside. Whenever you've traveled the proper distance and navigated properly. You open a portal to exit this dimension to return to real space.

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IMHO, the length of a wormhole could be random. Therefore, there would be no fixed ratio between the length of the route through the wormhole and the route in normal space.

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It would also make things move faster without increasing any speeds un the game engine, or being the straight up BSG teleport we have now.

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Like in Babylon 5

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Another way to create wormholes/rifts could be to build structures that keep the wormhole permanently open. I imagine a ring like in "The Expanse," but smaller. It would require a lot of energy (and possibly a special resource) to open the hole, but then it would last as long as the structure remains intact.


This would create a gameplay loop where you have to fly the route the first time, but future travel would be fast.


This suggestion could also be implemented in addition to spontaneously creating a rift.

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I do like the idea of (relatively) fixed permanent gate-structures being the primary method of interplanetary FTL as they allow for reasonable blockade/blockade-running, customs-enforcement/smuggling, and other kinds of play you get from increasing the amount of player-interaction with a high-traffic area.


Such a gate-system could also in theory be used with something akin to the various "multi-server" mods to serve as the way to travel between servers.


That said, such gates should probably only connect to one other gate. Having an Expanse-style ring-space that connects all gates would prevent people from creating "smuggler's gates", and players on larger servers would end up having to deal with someone trying to lay mines or blockade or the ring-space often enough that it would become more of an anticipated annoyance than anything else.

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Keep in mind that SE game universes are relatively very small. So some ideas don't make practical sense in SE game worlds.

I'm currently playing No Man's Sky. I quite like some of the ideas and solutions in the game ( some other not so much).

If were combined certain solutions from the "game world" of SE and NSM (NSM sometimes resembles a voxel world), or perhaps even solutions for ship construction from the game "Shipbreaker: Hard Space," a rather interesting mixture could be created.

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