- Joined
- Feb 25, 2016
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This may be a suggestion that won't be implemented until later, but I feel that it is a neat idea that will add value to many of the things already in the game.
So, as you may have noted in the title, this post is about information and it's role in the game. Right now, players basically have all the information they want, whenever they want it. I'd like to change that. I propose that information become a sort of commodity: You have a limited amount of information, and you can trade it with other people or find it yourself.
So, for the basics: Each person has their own set of information, what their character "knows" and what they don't. This would be most obvious in the field of the map: You have information about your "home" system (The spawn system) and nowhere else. In order to learn about other places, you must go there or trade with someone (Player or AI, perhaps allowing for some sort of "explorer" AI to hang around trade stations and talk to players) to find out about other systems.
This gives the scanning system a use, as scans would rapidly increase the amount of area you know things about.
Next, I would like to see a new computer relating to the antenna, the communications computer, which uses the same antenna as the scanner. These computers use the dimensions of your antenna system to determine range (Not based on a percentage of your ship---a larger ship has better detection/communications equipment, that's just how it is) in which you can share information with people. This limits your connection to people, making it more difficult to find someone who wants to be alone in multiplayer, and can make the universe a lonely place.
One final thing: The information you collect while in a ship should be stored in the ship's core. If you sell the ship, you should wipe the core first. If your core overheats, then you can't wipe it until it reboots. If the enemy should capture your ship in battle, and you haven't wiped the core, they will be able to see all the systems you've gained information about.
Also, if you wipe a ship's core's memory, it cannot jump anywhere in particular---it's got no navigation data. You will have to reacquire the data somewhere (Your suit can't tell the nav computer how and where to go), before jumping around. This is a balance measure to prevent someone going into combat from wiping their core immediately as soon as they take hull damage. It should take some time to wipe the core, as well.
I think that's the most of the basics, anyway. I apologize for the wall of text (Not) and hope that you read the whole thing (You probably didn't) in order to understand my suggestion (Which you probably can't, through no fault of your own).
So, as you may have noted in the title, this post is about information and it's role in the game. Right now, players basically have all the information they want, whenever they want it. I'd like to change that. I propose that information become a sort of commodity: You have a limited amount of information, and you can trade it with other people or find it yourself.
So, for the basics: Each person has their own set of information, what their character "knows" and what they don't. This would be most obvious in the field of the map: You have information about your "home" system (The spawn system) and nowhere else. In order to learn about other places, you must go there or trade with someone (Player or AI, perhaps allowing for some sort of "explorer" AI to hang around trade stations and talk to players) to find out about other systems.
This gives the scanning system a use, as scans would rapidly increase the amount of area you know things about.
Next, I would like to see a new computer relating to the antenna, the communications computer, which uses the same antenna as the scanner. These computers use the dimensions of your antenna system to determine range (Not based on a percentage of your ship---a larger ship has better detection/communications equipment, that's just how it is) in which you can share information with people. This limits your connection to people, making it more difficult to find someone who wants to be alone in multiplayer, and can make the universe a lonely place.
One final thing: The information you collect while in a ship should be stored in the ship's core. If you sell the ship, you should wipe the core first. If your core overheats, then you can't wipe it until it reboots. If the enemy should capture your ship in battle, and you haven't wiped the core, they will be able to see all the systems you've gained information about.
Also, if you wipe a ship's core's memory, it cannot jump anywhere in particular---it's got no navigation data. You will have to reacquire the data somewhere (Your suit can't tell the nav computer how and where to go), before jumping around. This is a balance measure to prevent someone going into combat from wiping their core immediately as soon as they take hull damage. It should take some time to wipe the core, as well.
I think that's the most of the basics, anyway. I apologize for the wall of text (Not) and hope that you read the whole thing (You probably didn't) in order to understand my suggestion (Which you probably can't, through no fault of your own).
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