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- Jun 22, 2013
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I've heard some talk of nebulae, but I was never quite happy with people's suggestions so here's my idea of what they should be and what they should do:
The Nebulaic Sector
When sectors generate, they should have a chance (say 1/100, configurable) to be a nebula (there could be sector clusters that generate as a nebula, or even entire star systems). There could be indicators such as a different colored sector marker outside as a warning of what it is, and/or an image around/at the sector boundary.
Inside the sector, many things would happen:
-Fog (like the void fog of Minecraft) would appear around the player, and at a configurable radius (probably 300-500 to start) it's thick enough to block all sight beyond, and if they are that distance from any non-nebula sector they become entirely hidden to those outside of it.
-Lowered energy recharge
-All navigation goes away, including indicators of ships/rocks/planets/stations etc
-As players stay in the nebula longer and longer, or move too fast, their craft attracts a charge causing systems to short out such as weapons, turrets, and AI (but not thrust or shields, which could instead be nerfed). Docking to planets/stations could discharge this static charge and thus allow for bases
-Homing and heat seeking missiles fail, even if fired from outside the sector (if the target enters it)
Instead of a fully mineable nebula (which might be very resource intensive) there would be asteroid-like clouds that, while much rarer than asteroids, are many times larger and represent the dense portions of the nebula, and can be mined (additionally, they would be physicsless and not buildable on). The gasses (mainly hydrogen and trace helium, although some nebulae contain other things like basic molecular gasses and dust) could be used as fuel (if it's ever implemented), an intermediate crafting ingredient, etc.
This would have many advantages:
-completely hidden bases
-new resources
-interesting new combat mechanics in battles near/in nebulae
-easy way for the game to detect players in a nebula
-massive nebulae
-resources that aren't virtually unlimited as they would be if nebulae were both massive and fully mineable
They might be planned already, but this is how I think they should be implemented to be both interesting and reasonable.
The Nebulaic Sector
When sectors generate, they should have a chance (say 1/100, configurable) to be a nebula (there could be sector clusters that generate as a nebula, or even entire star systems). There could be indicators such as a different colored sector marker outside as a warning of what it is, and/or an image around/at the sector boundary.
Inside the sector, many things would happen:
-Fog (like the void fog of Minecraft) would appear around the player, and at a configurable radius (probably 300-500 to start) it's thick enough to block all sight beyond, and if they are that distance from any non-nebula sector they become entirely hidden to those outside of it.
-Lowered energy recharge
-All navigation goes away, including indicators of ships/rocks/planets/stations etc
-As players stay in the nebula longer and longer, or move too fast, their craft attracts a charge causing systems to short out such as weapons, turrets, and AI (but not thrust or shields, which could instead be nerfed). Docking to planets/stations could discharge this static charge and thus allow for bases
-Homing and heat seeking missiles fail, even if fired from outside the sector (if the target enters it)
Instead of a fully mineable nebula (which might be very resource intensive) there would be asteroid-like clouds that, while much rarer than asteroids, are many times larger and represent the dense portions of the nebula, and can be mined (additionally, they would be physicsless and not buildable on). The gasses (mainly hydrogen and trace helium, although some nebulae contain other things like basic molecular gasses and dust) could be used as fuel (if it's ever implemented), an intermediate crafting ingredient, etc.
This would have many advantages:
-completely hidden bases
-new resources
-interesting new combat mechanics in battles near/in nebulae
-easy way for the game to detect players in a nebula
-massive nebulae
-resources that aren't virtually unlimited as they would be if nebulae were both massive and fully mineable
They might be planned already, but this is how I think they should be implemented to be both interesting and reasonable.
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