Interstellar Jump Drive with System-Based Travel and Access Control

Leonardo Marquini Facchini shared this feedback 20 days ago
Not Enough Votes

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:

  1. System-Based TravelPlayers select a destination system from a map or listNo need to simulate continuous space between stars
  2. High Energy RequirementInterstellar jumps require significantly more power than regular jumpsEncourages late-game progression and infrastructure
  3. 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
  4. ScalabilityEach system runs independentlyAllows potentially unlimited expansion without performance issues
  5. 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.

Replies (3)

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3

I would be happy with 8 to 15 star systems within a constellation of stars and anything else beyond being unreachable.

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2

I WROTE THIS POST WITH THE HELP OF AI. I PRESENTED MY IDEAS AND THEN ASKED THE AI TO WRITE A POST INCORPORATING THOSE IDEAS.

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2

Ideally, those other systems may be different game servers, so you can seamlessly transfer your grids between different servers. It will also improve a lot on performance and allow much bigger multiplayer worlds, not only in terms of in-game space but also the maximum player count. If one server becomes full (reaching max player count), the interstellar gates pointing to it should be "closed", and you will end up having funny situations where players are in queue to be able to jump into it. It might be a nice challenge on its own. Many ships are aligned and ready to jump as soon as the gate is open and the one with the fastest reaction/acceleration wins the race.

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