Sector-dependent resource distribution

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    At the moment , some ores are unique to certain planet or asteroid types ; however , they can spawn in any solar system. Planets are obvious , so you'll never have trouble finding a red one for instance.

    This overly resource-rich universe has the same problem competitive Minecraft servers have : the further out you move , the safer you are , gathering any type of resources with zero pressure. You can come back to fight others once you have everything maxed out. This makes the game boring for everyone , especially when you consider the travel times.

    Ores and special plants (protein ingredients) density should vary from sector to sector and decrease beyond the 8 central solar systems , to reward detailed exploration and give factions something to fight over. Less attractive outer regions would mostly be used for hull production , backup bases and secret capital shipyards. Logically , pirate bases would be rare and devoid of good loot there.

    Ideally , density scaling should be a server variable to set before systems are generated. Ore quality levels make this easier - some asteroids and planets could feature the usual node distribution for level 4-5 ores , without looking very different at a glance.

    Asteroid regeneration also should be a server variable , to work for both overcrowded friendly servers and sparsely populated competitive servers.