& Presumably savegame compatibility could be maintained by tying the expansion to a "run once" type of event?
'cos this having to send ships out to find out how big a hex is, is a really shite mechanic (though not as annoying as them being of different sizes).
[QoL] Sectors should start at full-size on the map...
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- Lord Dakier
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Re: [QoL] Sectors should start at full-size on the map...
I think it's meant to be part of the explore theme and sectors are technically almost limitless. This is most noticeable in Nopileos' Fortune 16(?), where you have the one station at the other side of the sector and your only hint is the traffic heading there because long range scanners won't pick that up.
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Re: [QoL] Sectors should start at full-size on the map...
If sectors were actually nearly limitless, or even if we could define new sectors in the space outside the largest sector boundaries, you might have a point.
But the derelict ship that used to be 10,000km away from the center of Nopileos II, & thus 9,000+km beyond the furthest the boundary could be expanded to (& thus just as far beyond where you could tell NPC/AI pilots to fly to, to "discover it") is proof you are badly mistaken.
As for it being part of the "Explore" aspect of gameplay, even if sector borders started at full expansion, you'd still have to "explore" to clear the fog of war & discover the locations of the stations which didn't have fixed starting locations (& even those can move), & the derelicts could presumably be randomized the same way stations are.
But the derelict ship that used to be 10,000km away from the center of Nopileos II, & thus 9,000+km beyond the furthest the boundary could be expanded to (& thus just as far beyond where you could tell NPC/AI pilots to fly to, to "discover it") is proof you are badly mistaken.
As for it being part of the "Explore" aspect of gameplay, even if sector borders started at full expansion, you'd still have to "explore" to clear the fog of war & discover the locations of the stations which didn't have fixed starting locations (& even those can move), & the derelicts could presumably be randomized the same way stations are.