I've been playing a few nautical games recently, and love the "exploring the deep ocean" feel that you can get from some of them. The problem with adding true, "aquatic planets" to StarMade is that it is simply not very feasable. So I thought of way we can have that experience of exploring some deep oceans: Liquid Nebula.
A Liquid Nebula would be similar to a planet, in that it's within a single sector within a system, taking up most of the sector. Like a planet, there could be multiple types of Liquid Nebula. Nebula would provide a variation and additional content to the game, while also increasing strategic diversity.
The base concept of the Liquid Nebula is a spherical zone, with three rings of "depth". The outer ring is the "Shallow Nebula", and the tied largest ring by area. The middle ring, and the tied largest area, is the "Deep Nebula", where most of the cool stuff is. The inner ring is the "Dark Nebula".
Instead of the Liquid Nebula being composed of a true "flowing liquid" or blocks that can be passed through, the zones themselves determine the interactions with objects, and the visual effects. All ships have greatly increased dampening within an asteroid, as well as having different acceleration and max speed formulae.
One of the problems that I found while working on this concept was as such: ships with interiors passing through the nebula would probably default to having the interior "flooded". So the logical solution would be that any fully enclosed space within a ship or station is "cleared" of the nebula. Anything inside a "cleared" zone has the visual and damaging effects removed within that zone. I don't know the logistics of the coding for this, but I know it would be difficult either way.
Within the zones, immobile, small asteroid-like objects spawn. In the Shallow Nebula zone, this could include colourful plant life attached to rocky objects and "islands" that slightly protrude from the surface of the nebula. At the Deep Nebula zone, the plant life is less colourful; at the Dark Nebula zone plant life is sparse and bleached white.
There could also be features for creatures that spawn exclusively in Liquid Nebula, or they could be the spawning/anchor location(s) for Space Whales/Leviathan :p. Space Leviathan could travel from one Liquid Nebula to the next.
Liquid Nebula, in my opinion, are fantastic ways to add strategic diversity. Planets/bases are good for hiding astronauts, but a Liquid Nebula has the potential to hide medium - lagre ships.
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Please leave your thoughts on this below. I've probably left some things out, so ask some questions that can help clarify what I mean and imagine.
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A Liquid Nebula would be similar to a planet, in that it's within a single sector within a system, taking up most of the sector. Like a planet, there could be multiple types of Liquid Nebula. Nebula would provide a variation and additional content to the game, while also increasing strategic diversity.
The base concept of the Liquid Nebula is a spherical zone, with three rings of "depth". The outer ring is the "Shallow Nebula", and the tied largest ring by area. The middle ring, and the tied largest area, is the "Deep Nebula", where most of the cool stuff is. The inner ring is the "Dark Nebula".
Instead of the Liquid Nebula being composed of a true "flowing liquid" or blocks that can be passed through, the zones themselves determine the interactions with objects, and the visual effects. All ships have greatly increased dampening within an asteroid, as well as having different acceleration and max speed formulae.
One of the problems that I found while working on this concept was as such: ships with interiors passing through the nebula would probably default to having the interior "flooded". So the logical solution would be that any fully enclosed space within a ship or station is "cleared" of the nebula. Anything inside a "cleared" zone has the visual and damaging effects removed within that zone. I don't know the logistics of the coding for this, but I know it would be difficult either way.
Within the zones, immobile, small asteroid-like objects spawn. In the Shallow Nebula zone, this could include colourful plant life attached to rocky objects and "islands" that slightly protrude from the surface of the nebula. At the Deep Nebula zone, the plant life is less colourful; at the Dark Nebula zone plant life is sparse and bleached white.
There could also be features for creatures that spawn exclusively in Liquid Nebula, or they could be the spawning/anchor location(s) for Space Whales/Leviathan :p. Space Leviathan could travel from one Liquid Nebula to the next.
There could also be variations on the types of Liquid Nebula, each with different visuals, block types, creatures, and slightly different effects. Water Nebula would be the standard. Magma Nebula would spawn close to suns, and have no Shallow Nebula Zone (the Deep and Dark nebula zones moving out one ring). Feel free to suggest your own nebula types.Liquid Nebula, in my opinion, are fantastic ways to add strategic diversity. Planets/bases are good for hiding astronauts, but a Liquid Nebula has the potential to hide medium - lagre ships.
I thought I would explain some of the reasoning as to why I thought having Liquid Nebula as sector types instead of a system type. First things first, I took a fair amount of creative license with the term "Liquid Nebula". Real life nebula can be very big, and are defined as 'interstellar collections of dust and ionized gas'. The Liquid Nebula I imagined would be a way to have aquatic planets in a way that adds some variety to gameplay. You could find them in a veriety of different ways in the galaxy. They could be found in small clumps, or orbiting a sun like a planet.
Having them as planet sized would be beneficial for strategy, especially for small-medium sized ships (ships up to 500m in size). Small to medium sized ships could use a Liquid Nebula to shake off a pursuer. Assuming identical max speed and acceleration, a ship entering a planet-sized Liquid Nebula has a fair chance of shaking off an attacker. Like I have said before, a ships inside a Liquid Nebula have lowered max speed, different acceleration curves, and increased dampening, and ships within a Dark Nebula zone are more or less undetectable from those outside the surface of the nebula. For the sake of balancing, let's say that you can't use a Jump Drive from inside the Dark or Deep Nebula zones (but you could build a warp gate inside those zones if you want).
The chased ship is keeping a constant distance from the pursuer. Entering a Liquid Nebula, the pursued is slowed but can hide in the Deep and Dark Nebula zones. If the purseur chooses to wait outside the Liquid Nebula, the pursued can effectively put a planet's distance between them, or they can safely charge a Jump Drive in the Dark Nebula zone, and jump away once they emerge into the Shallow Zone. If the purseur chooses to follow the chased ship inside the Nebula, they risk damaging their own ship, losing the target in the poor visibility, and the pursued ship can even set an ambush.
Large ships (ships over 500m in any dimension) would benefit less from a Liquid Nebula. Ships up to 1900 metres can still effectively benefit from the Deep Nebula zone of a 3000m aquatic Liquid Nebula, assuming there aren't any asteroid-things to get in the way.
Having them as planet sized would be beneficial for strategy, especially for small-medium sized ships (ships up to 500m in size). Small to medium sized ships could use a Liquid Nebula to shake off a pursuer. Assuming identical max speed and acceleration, a ship entering a planet-sized Liquid Nebula has a fair chance of shaking off an attacker. Like I have said before, a ships inside a Liquid Nebula have lowered max speed, different acceleration curves, and increased dampening, and ships within a Dark Nebula zone are more or less undetectable from those outside the surface of the nebula. For the sake of balancing, let's say that you can't use a Jump Drive from inside the Dark or Deep Nebula zones (but you could build a warp gate inside those zones if you want).
The chased ship is keeping a constant distance from the pursuer. Entering a Liquid Nebula, the pursued is slowed but can hide in the Deep and Dark Nebula zones. If the purseur chooses to wait outside the Liquid Nebula, the pursued can effectively put a planet's distance between them, or they can safely charge a Jump Drive in the Dark Nebula zone, and jump away once they emerge into the Shallow Zone. If the purseur chooses to follow the chased ship inside the Nebula, they risk damaging their own ship, losing the target in the poor visibility, and the pursued ship can even set an ambush.
Large ships (ships over 500m in any dimension) would benefit less from a Liquid Nebula. Ships up to 1900 metres can still effectively benefit from the Deep Nebula zone of a 3000m aquatic Liquid Nebula, assuming there aren't any asteroid-things to get in the way.
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