Killjaeden wrote:RAVEN.myst wrote:
I can think of at least one way to make it more interesting: following clues, or a bread-crumb trail
which compacts the entire deep space thing tremendeously. Because suddenly you know where things are. You are not stumbling on this by accident or because you looked around, you are guided in on it, because you would never be able to find it without this guidance.
If you can just stumble upon these things you mentioned, they wouldnt be in deep space (unless your definition of deep space is very shallow). If they are far out, you would would not find them without beeing guided to them - because space, even in X series, is vast and a miniscule minority will be filled with things you can actually discover -> Chance of accidental discovery goes to 0. The 3rd dimension added compared to "world based" games is the main "problem" here.
How do you figure that? The trail has to start somewhere - that can be in a clue found randomly in space via scanning, by unearthing something somewhere in amongst ruins or minerals, as a tip earned or purchased from an NPC, as a clue looted from a special enemy - again, the options abound, and INCLUDE some that depend on randomness and the vastness of space - but are not limited to that.
Killjaeden wrote:RAVEN.myst wrote:
I believe it could be enjoyable if the sites themselves were made interesting enough - a xenomorph-infested space hulk; an abandoned mine with some salvageable equipment and/or minerals; a biotech lab or cloning facility, perhaps with, unbeknownst to the player, a time-limit before the owners return, with whatever consequences that may entail - combat, negotiation, [...]
And how many times do you think that will be exciting to repeat each? 3 times? 10 times? And how many of such completely handcrafted events and everything that comes with it (space hulk, bio tech lab, ... who is going to model all that?) do you need to make this non repetitive?
I'm afraid that it seems you are assuming two things here: 1. that this content would make up a dominant portion of game content - this is NOT what I'm shooting for at all, because then yes, as with any diet consisting mainly of a few things (however tasty), it will get old very quickly; and 2. that these items/sites would be frequent - again, this is NOT my intent at all: these locations or whatever would ideally be quite/very rare, in order to be made more special - overabundance of anything devalues it. We are talking on the level of Easter Eggs of sorts - but not in fixed locations, where the player him/herself needs to play long and well, and not simply look up a walkthrough on the Internet for how to find something. Some of the sites/objects could lead to significant but not pivotal plot developments (ie. no main plot should ever, imo, rely on one of these), and perhaps in a few cases offer alternative solutions to main-plot goals - this would allow for the *possibility* of a seasoned and jaded veteran with multiple playthroughs under his belt, to stumble upon one of these, and be pleasantly surprised by the fact that he/she can now complete the main plot (or more realistically, a section of it) in a completely different manner.
Killjaeden wrote:Stellaris has random events that add flavor. There are lots of them. And yet, you will run into the same events after compartively little playtime. Creating such events in stellaris is "cheap" as in little work. Compare that to X series. What you are supposed to see needs to be modelled. And that takes lots of time. Then the attached logic and gameplay needs to be put in place. You can imagine all these things but can Egosoft build enough to make it interesting? No is the answer, because their ressources (time and money) are fairly limited.
To the first part of the above, yes, I understand this, and I've even seen it fail at least once (in
Sins of a Solar Empire one of the expansions, something like Stellar Phenomena or the like, added certain randomized effects/events - unfortunately, they were done rather slapdash so they look cheap and nasty, and also they are too "swingy" - the game is meant to be a competitive game in at least some modes of play, so random events that tilt the balance are not desirable; while the second factor isn't really an issue in a 1P sandbox, the former certainly would be, and even more so - we would be quite painfully aware of "cheap and nasty", so definitely effort and care would have to be exercised - it would be a non-trivial task for sure, but I contest the notion that it's *necessarily* absolutely outside the scope of ES's capabilities - that would be quitter talk if it were coming from them, but since we are merely bystanders, I would refer to it as nay-saying (which is negative and non-constructive.) Now, to be realistic: I'm not holding my breath for implementation of the ideas I throw around
But I do dare to hope that maybe, just maybe, someone in a decision-making position is intrigued (and gutsy!) enough to run it by the developers, and that they in turn are intrigued (and gutsy!) enough to say "hell, let's try this".
Killjaeden wrote:What you are describing works for plots yes. It doesnt work as a general sandbox concept. Once you have seen the biolab with the gene army or whatever the 3rd time, it becomes repitious and has nothing to do with exploration anymore. Especially not when you are just guided to this place. Your visit is pre-planned so to speak. It will become as exciting as the "bring back abandoned ship" mission in X3.
Well, yes and no - as I intimated in my previous post, some of those locations could be results of plots that are randomly or emergently discovered - so, optional side-plots/mini-plots. Integrating them into such would be optimal. Also, as I explained previously in this post, I do not mean for the player to be spammed willy-nilly by these - they should be rare enough to constitute major discoveries, to be considered "special". In the case of plot-involved ones, they could be as rare as "unique" - ie. you will only find one of it in a particular playthrough, though its location will be different each time and (ideally) some details within it are randomly/semi-randomly generated (such as enemy spawn composition, for example - just to keep the player on his/her toes.)
Non-plot-tied ones should still, in my opinion, be rare, and ideally not be repeated, though some perhaps once, maybe twice - but as you say, those would be lessened by the repetition, and thus would end up being more minor discoveries. For example, abandoned mines would likely be of the more generic sort for the most part - BUT, how about sometimes combining aspects? So now we have an abandoned mine and, if the player is too perfunctory, misses a perhaps fairly obvious clue that "there is something else here" (WHY was THIS mine abandoned? Was it overrun by those persky xenomorphs? Did it stray too close to a star and get lethally irradiated? Had it been set up in a territorial race's turf and they came and "evicted" the operation? Was the mine a front for some other sort of operation [which, perhaps with a closer inspection, can be found behind a wall in the back room, or whatever] which either terminated, or was exposed? Etc. Etc. Etc...)
Look, I do understand that a lot of the scope of this is likely in the "pipe dream" category - particularly if we look at (and I'm sorry, EgoSoft, I'm not trying to be a dick here, I'm just being honest) how station interiors in
Rebirth are implemented. Still, one can dream, yes?
Killjaeden wrote: it need not be (especially by implementing a universe model that incorporates motion of celestial bodies and vaguely realistic scales, as no two trips even between the same two points would traverse the same space, AND the random finds would be in motion, too.)
And that is supposed to help somebody finding a thing without guidance how? It makes it even harder, because if you deliberately search you can't define one spot you have been at as "search complete", when it's all moving in relation to each other.
OK, I'm afraid here you are missing the point somewhat, and kinda contradicting yourself: on the one hand you criticize some prior points because they would require tedious thorough examination of vast amounts of space; yet on the other hand you naysay other ideas because they would contract space. Relative motion of celestial bodies combined with vast space obviates both of those: the whole point of rare and remote sites that can be scanned by good fortune or located by following otherwise-acquired clues is that it is NOT about painstakingly scanning each cubic centimetre. In fact, making that an impossible task is a major point in all this, as the vastness of space is such that such a task would be unimaginably impractical. This is where that random generation comes into play - on a given "warp" (or whatever) between two points of significance, there could be an infinitesimally small chance of stumbling on something (adjusted upward by object's mass/volume/energy output) - consider, for example, flying through the asteroid belt between Mars and Jupiter's orbits - the chances of actually hitting something are really really small (asteroid belts in
Rebirth, and space games and sci-fi movies etc in general, are routinely depicted as being absurdly dense). However, if you have specialised surveying/exploration sensors, you then increase those odds into the realms of the possible in practical terms. IMPORTANT:
The object need not exist in-game until such time as it is "discovered" - the act of observing it successfully causes it to come into existence, so to speak [Hmmm, could name the deep-space sensors the Schrodinger Searchlight, or Quantum Scanner, or something similar] - ie. a successful roll against the sensor's chance of success instantiates the location or the clue that initiates the trail to it. Would quartering every cubic foot of space increase the odds of finding something? Yes, but only insofar as it is leading to more sensor success checks to be rolled - the same effect could be achieved more easily by running up and down the same route and letting the "dice" get rerolled repeatedly (this ONLY makes sense in a dynamically moving universe, though, from a consistency point of view, as otherwise shit is just materialising where it wasn't five minutes ago "I've been driving on this road for 15 years, and never before was that tree there - it wasn't there when I came by this morning either! What's going on here?" Answer: booze!
) This would have the side-effect of not-yet-generated content not consuming system resources - it gets put into memory only when it has been discovered (which I'm sure is how a lot of even permanent content is being handled whenever possible, to conserve RAM.)
There are no absolutes in space, and there is no such thing as a truly "stationary" object - be it in so-called "outer" space or your bathroom cabinet - it is all relative to a particular frame of reference. Therefore, the method of "systematically" searching all of a game's space volume isn't really remotely realistic - it makes more sense to radiate the intensity of search/exploration activities as decaying probability curves radiating from landmarks/points of interest. This is even how such tasks are performed for real: a simple spiral search pattern is initiated usually at a point of highest probability (although sometimes dictated instead by convenience) and expands; every successive "whorl" is longer and thus each revolution takes longer - the farther you get from your landmark, the slower the searching goes. Sometimes the "landmark" is not a point, but a line - say, a road, for instance: if you are looking for derailed trains, you start your search AT the railway track, not 5 miles away. In a vast and mostly empty space, points of reference are even more important, because you don't have an environmental frame of reference. Anyhow, I'm digressing on a wild tangent here - when I started this part, I had some "very important" point to make - I have no idea what it may have been!
hahahahah
So, time for me to go actually PLAY something!
More fun...
Happy hunting!