Interstellar Jump Drive with System-Based Travel and Access Control
Overview:
I would like to propose a scalable and performance-friendly system for interstellar travel in Space Engineers 2. Instead of traveling based on physical distance between stars, the game could implement a new type of jump drive that allows players to travel between star systems using a system list or map.
Problem:
Traveling between star systems using traditional movement (even with high speeds) is not practical due to the massive distances involved. Simulating multiple star systems in a continuous space would also be extremely demanding in terms of performance and synchronization, especially in multiplayer.
Proposed Solution:
Introduce a new type of Interstellar Jump Drive, distinct from the existing jump drives, with the following characteristics:
- Travel is based on selecting a destination system from a list or galaxy map, not physical distance
- Each star system is treated as a separate instance/server
- Jumping between systems triggers a controlled transition (similar to a warp or loading phase)
Key Features:
- System-Based TravelPlayers select a destination system from a map or listNo need to simulate continuous space between stars
- High Energy RequirementInterstellar jumps require significantly more power than regular jumpsEncourages late-game progression and infrastructure
- Access Control (Very Important)System owners or server admins can:Allow or deny accessRestrict access to friends, factions, or specific playersPrevents griefing and unwanted invasions
- ScalabilityEach system runs independentlyAllows potentially unlimited expansion without performance issues
- Multiplayer FriendlySystems can be hosted on different serversPlayers can move between systems without requiring a single massive simulation
Benefits:
- Solves the problem of interstellar scale without breaking performance
- Enables true multi-system gameplay in a controlled way
- Adds meaningful late-game progression
- Supports both PvE and PvP scenarios with access control
- Fits well with the sandbox nature of Space Engineers
Additional Thoughts:
This system could also open the door for:
- Player-owned systems
- Trade routes between systems
- Exploration and discovery mechanics
- Advanced technologies (endgame content similar to Prototech)
Conclusion:
This approach allows Space Engineers 2 to support multiple star systems in a technically feasible and gameplay-friendly way, without requiring full simulation of interstellar space.
I believe this would be a strong addition to the late-game experience and would scale well with both single-player and multiplayer environments.
I like this feedback
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