I saw a thread recently outlining an idea for changes in star systems, but didn't like the suggested changes at all. However, my ideas are so different and extensive that I thought it appropriate to make a separate thread.
TL;DR: Star systems are kind of boring, so we should add the possibility of multiple stars in a system, add nebulae and proper asteroid belts, and add more planet types. Different circumstances should also affect the likelihood of planets to spawn, or for a particular type of planet to spawn.
New celestial bodies (some of which have been suggested elsewhere)
New planet types and generation mechanics:
The likelihood of a specific planet type should be affected by the proximity to the star or stars and other objects.
TL;DR: Star systems are kind of boring, so we should add the possibility of multiple stars in a system, add nebulae and proper asteroid belts, and add more planet types. Different circumstances should also affect the likelihood of planets to spawn, or for a particular type of planet to spawn.
New celestial bodies (some of which have been suggested elsewhere)
- Nebulae: Clouds of gas, dust, and debris.
- Can be small, filling a few sectors or less than one sector, or envelop an entire system.
- Could be a source of yet-to-be-added resources like ammunition, coolant, or such things
- Reduces the overall likelihood that a planet will spawn within it (except gas planets)
- Large nebulae slightly increase the chance of asteroids forming
- Should not be made of blocks, but set as a zone in space where special haze/dust/cloud effects and collection of particular gases are enabled
- Small nebulae should shrink over time as they are harvested, but ones over a sector in size should ignore this to reduce CPU load
- Asteroid belts: Numerous asteroids scattered across multiple sectors.
- Asteroids should not spawn too close together (due to performance issues), but should still be quite numerous.
- Drastically decreased likelihood of a planet spawning inside of it
- Comets
- Asteroid-like objects
- Move in an approximate orbit around star(s) when in loaded sectors
- similar to ice-type asteroids, but contains a lot of ice crystals and a lot less rock
- draws a thruster plume-like effect pointing away from the star which varies in intensity based on proximity to star(s)
- Multiple-star systems
- Should be somewhat less common than single-star systems for gameplay reasons
- Two or more stars may spawn in one system, orbiting each other
- Decreases overall likelihood of planets spawning the more stars there are
- Increases the chance of a nebula-enveloped system the more stars there are
- Even in the worst conditions, at least one planet should spawn per system (artificially imposed over probabilities)
- Moons/dwarf planets/planetoids
- Small planet-like objects. It may be more feasible to generate them as single-segment approximated spheres. Gravity is less noticeable than on planets, so it could be omitted for now until a good solution is found. Place a grav module if you want.
- Occasionally spawn orbiting planets.
- More likely to spawn in asteroid belts than planets are, but rare elsewhere
- Do not share the same types/ecosystems as planets
- Three main types: rocky, frozen, and volcanic
- Frozen: Similar to ice planet but without deep rock formations/chasms
- Rocky: Rather boring, like Earth's moon, but still good for building something on.
- Volcanic: So... much... LAVA! Oh, and a lot of minerals too.
New planet types and generation mechanics:
The likelihood of a specific planet type should be affected by the proximity to the star or stars and other objects.
- Ice (already existing): Rarer near a star, more common far away. May spawn very rarely outside of star systems (rogue planet). Slightly more common in multi-star systems.
- Grassy (already existing): Most common at moderate distances from stars. Rare in binary star systems, slightly less rare in trinary star system.
- Purple (already existing): If a planet spawns in a nebula, it is more likely to be purple. Make purple planets slightly rarer elsewhere to compensate.
- Red (already existing): Works fine; leave as is.
- Desert (already existing): Rarer far from stars, more common spawn close. More common in multi-star systems
- Volcanic (new): More common close to stars, slightly rarer farther away. More common in multi-star systems
- Igneous rock
- Lava is common on the surface and very common just under it.
- Dangerous, but somewhat richer in minerals
- Oceanic (new): Most common at moderate distances from stars.
- Mostly or entirely covered in water.
- Should be implemented alongside swimming mechanics and ability for ships to sink partially or completely in water, with slight upward force applied to the ship the farther it submerges.
- Note: I'm not worried about performance issues with this planet type as it need not have any more volume than other planet types.
- Rocky (new): Equally common throughout star systems, but otherwise unremarkable
- Gaseous (new): Slightly less common close to stars. Increased chance that if a planet spawns in a nebula, it will be a gaseous one.
- Gas surrounding a core.
- Some of the gas may be caustic, damaging players and ships that enter it.
- Approaching its core should kill a player outside of a ship.
- Like nebulae, may be a source of resources yet to be added to the game.
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