In another thread of mine, "Custom Galaxy Size: Half or Quarter", ( https://www.avorion.net/forum/index.php/topic,5561.msg30120.html#msg30120 ) I proposed a simple method for implementing a scalable galaxy size, which is to use pie slice shapes and fill the remainder with rifts, so you get a half or quarter shape. The idea was that this would allow scalable galaxy sizes without much programming difficulty or story or game mechanics changes to implement.
However, the general idea behind this idea was that the galaxy is kind of too big and feels too empty in multiplayer, but this thread led to me realizing that there's actually a way better, though much more technically difficult, way to solve the problem, but which also would vastly improve the early-game mechanics for newcomers, improve the overall storyline and make it seem more consistent. which is this:
Start players inside the core and have them travel outwards as the game goes on instead, then back to the very center for the endgame
General idea:
- Entire core is no-PvP, no pirate raids or faction warfare on inhabited systems, no Xsotan, giving a shallow difficulty and learning curve early on
- You have to be befriended by a portal guarding faction to first be allowed to leave the core, which better integrates the economy and bulletins as a storyline element
- A separate but much smaller core barrier region where the endgame still will take place, which might better allow for instancing
- Add new artifacts or reallocate existing ones to be dropped by new Xsotan minibosses in the four corners, which you lose and must reobtain every time you want to redo the endgame, perhaps feeding into instancing
Why I think it makes more sense:
- Introducing PvP, large pirate raids, faction warfare, Xsotan attacks, and a quickly scaling difficult only outside the core helps make it easier for beginners to safely master the very basics like economy and ship building before they venture into the more dangerous areas, and could make the mid game more of a challenge
- Players are way more likely to encounter each other early on, more effectively creating either a cooperative or competitive atmosphere for the game
- Later in game, the galaxy would be bigger, but as players get a larger jump radius, they can still meet if they want, but meeting by accident will be less likely, which makes PvP scarier and more exciting
- The barrier will fit better as a gameplay mechanic and story element, as the storyline doesn't really make sense now from a practical aspect
- The new storyline explaining the mechanics could be that the Xsotan are coming from the outside in, the core was intentionally sealed off except for some portals to serve as a defensive chokepoint, strong factions defend those portals, law and order is maintained inside the core, but is hit or miss outside the core
- You first meet the Xsotan at these barrier portals, as they are forced to come through the portals and get blasted
- The Xsotan getting stronger toward the edges actually makes more sense if they are extra-dimensional invaders, and then the plot hole as to why they never wiped out the outer rim factions on their way to the core goes away
- Getting artifacts for the endgame from Xsotan minibosses in the four corners makes way more sense than now, where you get them unexpectedly, and mostly from random rather weak bandits
I understand this would be a technically demanding thing to develop, but I also think it would be the sort of change you'd really need to implement if you wanted to move from beta to full release.
Suggestion
TheRedScourge
Hi all,
In another thread of mine, "Custom Galaxy Size: Half or Quarter", ( https://www.avorion.net/forum/index.php/topic,5561.msg30120.html#msg30120 ) I proposed a simple method for implementing a scalable galaxy size, which is to use pie slice shapes and fill the remainder with rifts, so you get a half or quarter shape. The idea was that this would allow scalable galaxy sizes without much programming difficulty or story or game mechanics changes to implement.
However, the general idea behind this idea was that the galaxy is kind of too big and feels too empty in multiplayer, but this thread led to me realizing that there's actually a way better, though much more technically difficult, way to solve the problem, but which also would vastly improve the early-game mechanics for newcomers, improve the overall storyline and make it seem more consistent. which is this:
Start players inside the core and have them travel outwards as the game goes on instead, then back to the very center for the endgame
General idea:
- Entire core is no-PvP, no pirate raids or faction warfare on inhabited systems, no Xsotan, giving a shallow difficulty and learning curve early on
- You have to be befriended by a portal guarding faction to first be allowed to leave the core, which better integrates the economy and bulletins as a storyline element
- A separate but much smaller core barrier region where the endgame still will take place, which might better allow for instancing
- Add new artifacts or reallocate existing ones to be dropped by new Xsotan minibosses in the four corners, which you lose and must reobtain every time you want to redo the endgame, perhaps feeding into instancing
Why I think it makes more sense:
- Introducing PvP, large pirate raids, faction warfare, Xsotan attacks, and a quickly scaling difficult only outside the core helps make it easier for beginners to safely master the very basics like economy and ship building before they venture into the more dangerous areas, and could make the mid game more of a challenge
- Players are way more likely to encounter each other early on, more effectively creating either a cooperative or competitive atmosphere for the game
- Later in game, the galaxy would be bigger, but as players get a larger jump radius, they can still meet if they want, but meeting by accident will be less likely, which makes PvP scarier and more exciting
- The barrier will fit better as a gameplay mechanic and story element, as the storyline doesn't really make sense now from a practical aspect
- The new storyline explaining the mechanics could be that the Xsotan are coming from the outside in, the core was intentionally sealed off except for some portals to serve as a defensive chokepoint, strong factions defend those portals, law and order is maintained inside the core, but is hit or miss outside the core
- You first meet the Xsotan at these barrier portals, as they are forced to come through the portals and get blasted
- The Xsotan getting stronger toward the edges actually makes more sense if they are extra-dimensional invaders, and then the plot hole as to why they never wiped out the outer rim factions on their way to the core goes away
- Getting artifacts for the endgame from Xsotan minibosses in the four corners makes way more sense than now, where you get them unexpectedly, and mostly from random rather weak bandits
I understand this would be a technically demanding thing to develop, but I also think it would be the sort of change you'd really need to implement if you wanted to move from beta to full release.
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