Sector management and engeneering of constraints to introduce non linear "reasons to play"

Maxc_007 shared this feedback 4 hours ago
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Each sector outside of the first should have an aditional unique constraint to deal with in the form of environmental presence of factions and evidence of civilizations and colonization efforts of different factions under different themes and with different consequences and states of affairs when loaded that could be made procedurally generated. Bellow will be the general view and the constraints I would like to see implimented as a broad depiction of the system.


(a). "easy" Visual sandstorms, High winds at varying frequencies in their emergence preventing "traditional ship designs" from flight within certain key periods.


(b). "hard" Visual storms delivering acid rain or acting as molten glass hail shredding light armor under prolongued exposure of sonic debris, layer by layer. (gives a reason for Heavy armor being used at strategic locations for more then gun protection and the doubling of glass layers in large exposed cockpits if at all viable depending on frequency of the constraint)


(c) Mixing a) and b) to create a near no fly zone enforcing the need for rocket Payload delivery and small lightweight crafts with inflated thrust to weight ratio for stability of flight through these events should they be generated to be non stop for a while with a priority on ground based harvesting such as tracked platform that act like oil rigs do in the ocean but for the soil. or small excavation mole drills.

(d) With the introduction of Acid Rain comes an interesting desicion to make. Wether a Water World should be generated like Neptune and Uranus and thus allowing also the introduction of sulfuric acid instead of water being the main ingredient of Water worlds. as Gas giant Worlds like Jupiter and Saturn are simulated through (c) applying both (a,b) constraints perpetually even if the planet bellow is still Amagest. Water worlds may seem more trouble to simulate then they are worth but they add an entirely new dimension to this game by introducing the ability to use Pipes, Filters, Ballasts, Liquid cargo containers and Pumps to harness water for hydrogen and water for survival needs at industrial scales due to the availability, not to mention other forms of liquid and solid ressources present at higher tresholds of pressures in real life within planetary cores. This thus creates a reason for controlling the sector that naturally explains the greater presence on its boarders of NPC fleets, its rarer appearence (For CPU and balancing reasons) and the PVP value of controlling such a world being indespensible to sustain large fleet operations. This gives a sense of progression without the reliance on quests and opens the ability to simulate more neutral roles should a faction system be introduced. As well as introducing a "tower defense" where the health is less so health and more so presence of factions within the world you are outposted upon and "seeking to control" or seeking to negotiate control through further diplomatic mechanics.


The introduction of Liquids and a water world means to have liquid metals and liquid gasses of all kinds be collected that could serve chemistry modules for gunpowder medicine and various new crafting goods that introduces either quality of life (combat dr*gs, biochemistry) or new mechanical implications that can be deactivated or activated before the generation of the world because they are not required to play the game, they are required to play the game at a new scale of operation where it becomes less like minecraft sandbox and more so like a FPS stelaris depending on the settings and constraints you do chose to generate across saves and servers.


(e) Factions should behave similarly to Kenshi yet, unlike it, I envison the ability to become a neutral ship yard, or "gas station" for factions controlling water worlds, a local trading hubb of the controlled ressources as players will naturally want to control more ressources and seek to create operation bases thus creating the ability to introduce a proper diplomatic system where if a planet is taken from a faction but good prices are given in exchenge of monopolizing it, then charging the "fair price" to other faction would buffer the loss in relationshions enough as long as the enemy presence didn't require you to destroy dozens of ships... Which thus introduces a need to have an allied faction attack them on your behalf without losing your relations again, in exchenge for lowered prices or military assistance for when they shop at your station or require your assistance.... Or one may do the reverse and act as a pirate upon the existing NPC infrastructure and become a Tyrant that quickly becomes considered a target by all factions.

The ability to be a pirate that is appreciated by certain factions is not to be underhestimated as it means to act as a saboteur and infiltrator are now viable paths as well.


The enforcement of constraints Should not be seen as detrimental to the player for they add reasons to build, reasons to think, reasons to play.


(f). Lets talk Contracts or more accuratly their relationships with the world. They should serve as linear introductions and tutorials to each constraints present within the sector and how to deal with them. But it should also be more then that, it should be a terminal for general information on all "registered" factions. This is where in PVP or PVE the player checks teh CPU count of the faction to guage their relative sizes in infrastructure. Where allies and enemies are displayed, where trade offers can be organizes. It should serve as a diplomatic interaction and neutral ground for factions in PVP whilst in PVE this function is less necessary outside of an access point to manage the "stelaris" portion of the game... It could also display the ressources within outposts of the player's faction and allied factions to relevent to the user. Mercenary contracts, acts of sabotage, inflitration of weapons or items made illegal under certain factions. Breaching contracts made through this terminal between factions means to loose access to that station entirely and have that station generate mercenary contracts upon you for other factions to take.

1. Current sectors serve as the newbie safezone with the very limited encounters of armed things and serves as the playground of any survival and creative players seeking a "simple" baseline version of the game.


2. The "Hard" sectors will contain the furthering emergence of danger and constraints and then some systems will have multiple of those constraints at once, each more extreme then the next Each constraints within Sectors FORCE the engineer to adapt, to itterate, to create, regardless of the gamemode.


3. The "Extreme" Sectors will render even flight outside of planetary conditions dangerous either because of enemy conflict at the scale of full blown wars. Or because of the condition of the Stars in the system being unstable creating Ion storms that creates an EMP on all electronics that aren't protected by one of the introduced blocks this system would require to adapt with lead plates shielding batteries and reactors becoming a hard requirement to even consider navigating the zone. Or a combination of another constraints of enemy presence additionally creates a natural barrier to balance the introduction of greater ressource harvesting and yielding rewards from engaging with enemies and dangers alongside the introduction of liquid management for large scale throughput of ressources and economical influence.


I also want to point out that if water mechanics can be "nailed down" it may be easier to first create displacement mechanics for sand and snow whilst adding Tracks and skis. Frozen worlds of ice, empty worlds of softly packed space dust on moons and a general responsiveness to the terrain outside of drills but also helping make them more realistic as you dig through hard surface and sand trickles into the hole until a funnel is formed... That way displacement of that soil from creations and how to simulate it in practice becomes a tool that will help the development of water surface mechanics, gateways to mechanics such as boyancy and water displacement from blocks "with trapped air" (gaps). Requiring little more then a pressure gradiant and aerodynamics to be added onto that earlier mechanic of soil displacement and the optimization on CPU to simulate intensive physics. which would determine the viability of water worlds being introduced as the next planet type after the "gas giant" concept proposed above and the "soft shelled" planets and moons acting as a bridge where storms are more present makes more sense because of loose soil. (more constraints= more ressources and more ressources= More presence convetting and using those ressources) is the general truth to follow there as to give reasons to brave the elements without having to use a linear system of quests.


Feel Free for anyone that read all this to give your CONSTRAINTS Idea bellow in the comments !!! =D

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