Hanekem -> RE: Distant Worlds 2 - Dev Diary #4 (9/20/2021 1:38:18 PM)
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ORIGINAL: ClassicAz quote:
ORIGINAL: WiZz Personally, I don't like any limitations in a game like this. Should the terrain be present in DW? We play the game in space you know. The biggest issue with hyper in DW1 was HUGE ship ranges. Was it right when your starting scout could fly through 2/3 of galaxy? I don't think so... I tried to think of some plausible scientific reasons for this existing in the game, and some technologies to resolve them that would also expand the warp range. 1) Parallax and Tracking Error Assuming warp drives only go in straight lines (in 4d), The capability of your fleet to align accurately to the destination will determine how rapidly you offset from your intended target. Using the small angle rule tan theta = theta, For an alignment angular error of 1 arc second, you will drift from your target 1 astronomical unit (the radius of the earth's orbit around the sun) for every parsec (3.26 light years) travelled. Achieving an angular resolution of 0.01 arc second is very achievable in modern astronomy. This means that resolving power is generally not an issue, the milky way is 30 000 parsec across and the solar system is 40 AU. So an offset error of a few solar system diameters across the span of the galaxy won't prevent you from mapping a very direct route. However just because you know where a star is does not mean you can align the entire fleet accurately to it without issues arising: a) the ships ability to accurately align to the target may not match the angular resolving power of a telescope - this error I imagine would increase with the size of the ship, solar weather or other phenomenon. Would decrease with better gyroscopes and stabilizing engines. b) relative angular errors in the formation of ships will place an arbitrary upper limit on the distance travel to avoid collision in the fleet, based on the largest angular error between two ships. This limitation could be overcome with fleet-wide warp bubble technology or other networked alignment features 2) Warp Drive energy output Pushing Alcubierre drive through higher density fields (such as nebulae) may require more energy? 3) Occlusion Stars far enough away to not be separately resolved by our instruments angular resolution will be occluded by foreground stars. 4) Timed warp bubble. If warp bubble's are set on a timer like a microwave, then accurate distances to stars must be known to avoid overshoot or collision with other celestial bodies. Parralax angles will give you very accurate distances to stars within your angular resolving power, but there is an upper limit to this method. The distances of further stars must be charted by explorer ships or traded for with partner nations. So i think you can invent enough plausible reasons for this to be a game feature, my only concern is what this does to the AI computational budget. Well, my hesitation is mostly related to the random map generator being able to create maps that look right. I mean nebulas are, ultimately gas clouds, so they need to have a proper shape, thus creating a geographic map would be non trivial, at least one that would let choke points exist and look "non artificial" (personally I hope we will have more phenomena that nebula having an effect on FTL, as I mentioned pulsars and black holes are the two that come to mind, but you could have some "subspace anomaly" or some such) Alternatively, I think being able to craft maps would be more reasonable for these sorts of things, or upload crafted maps (because I really distruts RNG map generation)
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