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bobblebridge2's Issues

Game Scale (Gameplay, not rendering)

Overall scale of the game needs to be decided and updated on the wiki.

Suggestions for Scales:

  • Universe: Basically infinite, all content beyond a given range would be procedurally generated on the fly.
  • Galaxy: Huge number of visitable star systems. Uninhabited systems would still need to be on the fly generated.
  • Star Cluster: Reasonable chunk of space, all systems fully simulated for AI, Stars & Planets are all kept track of.
  • Single Star: Single solar system, with given numbers of planets. All planets & moons fully simulated. Large asteroids simulated. All other content generated on the fly.
  • Single Planet: Small, no large scale events.

This should set a goal for the final product, and will not reflect first attempts. Keeping this in mind will help with many later design decisions.

AI

How should the AI be handled?

Suggestion:

Group the AI in 3 categories.

  1. Faction
  2. Armada
  3. Ship

Factions will handle large scale movements, objectives, and threat assessment. They will also handle quest generation for player interaction.

Armadas will take orders from Factions, and handle medium scale movement of ships within their command. They will issue direct orders to ships within their fleet to complete objectives. These objectives may or may not directly relate to the wishes on the faction (AKA: An armada might need fuel more then the Faction needs that ship blown up!). An Armada could be comprised of as little as one ship.

Ship AI will attempt to keep close to its armada and fulfill the most basic of objectives. Things like Move, Attack, Repair, Harvest (etc).

Physics

How are the physics of this world defined?

Suggestions:

Relativistic? Full time/space dilation for travel and communications?

Newtonian? No drag! Infinite speeds!

Partial-Newtonian? Drag for given conditions? Reasonable max speeds?

Naval? Always drag, basicly ships without the water.

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