Unmarked sectors tend to be fairly dry as a place to be while the hyperdrive warms up. Understandably, it would not cost prohibitive to populate every such unmarked sector.
I propose adding environmental hazards to different sectors which would encourage more interaction and planning on the part of the player.
Examples (these are just examples off the top of my head, not necessarily recommendations themselves):
- cold system: system is powered by an old star making lifesystem costs increase and solar panels less effective
- magnetic anomoly: navigation within the world impaired causing hyperdrive to take longer
- subspace anomoly: ship no longer able to hold bearing without active control
- stellar storm: scanning range and hyperdrive range impaired
- abandoned sector: traders less likely to spawn
- watering hole: ships likely to warp into area
These would also add some more complexity as to where you chose to build a base, etc.
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Unmarked sectors tend to be fairly dry as a place to be while the hyperdrive warms up. Understandably, it would not cost prohibitive to populate every such unmarked sector.
I propose adding environmental hazards to different sectors which would encourage more interaction and planning on the part of the player.
Examples (these are just examples off the top of my head, not necessarily recommendations themselves):
- cold system: system is powered by an old star making lifesystem costs increase and solar panels less effective
- magnetic anomoly: navigation within the world impaired causing hyperdrive to take longer
- subspace anomoly: ship no longer able to hold bearing without active control
- stellar storm: scanning range and hyperdrive range impaired
- abandoned sector: traders less likely to spawn
- watering hole: ships likely to warp into area
These would also add some more complexity as to where you chose to build a base, etc.
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