As some people may know, I think the current asteroids suck in a few ways. Upon reading a suggestion yesterday/today (damn you time) I thought of something, and now I suggest it.
Basically, Turn the asteroid belts into asteroid belts, have asteroids move from 1 side of the sector to the other. I honestly dont know how to make the motion, maybe upon entering a sector as an asteroid type entity a line is drawn to the center of the next sector on the asteroid's path and the velocity is then reset/set (maybe variable?), making a clunky but notable ring-like path.
Before anyone says anything about the calculations needed to move asteroids off in unloaded sectors, you don't need to. Asteroids honestly should Not be saved at all, have them spawn at the edge of loaded sectors and then delete them as they leave those sectors. This creates "infinite" resources, as the current respawning asteroids aim to do without having the issues that the current method causes (half eaten spawns).
It also makes mining interesting without adding any arbitrary randomness or "encounters", all while making the universe feel more alive and less dead and still. It would probably cause lag, due to the number of rocks that would be flying around, so the server would probably need a way to limit spawns of more than X rocks are loaded in the universe, but I really think this might be worth the short-term performance issues for long-term interest.
Questions? Comments? Concerns? I probably missed something, so feel free to poke at any wording choice or missed loophole that might be here.
Edit 1; Acquisition.
This idea also involves changes in how systems are generated. Fewer asteroid belts per star system, as well as chances for no asteroids/planet spawns inside a star system, as well as tweak production costs. Mining will probably never be 'hard' imho, so the way to prevent insta-titans upon starting out would be tweaks to the production chains.
(Poll is just for fun, does not indicate support or anything about the suggestion, just poking fun at the other game)
Basically, Turn the asteroid belts into asteroid belts, have asteroids move from 1 side of the sector to the other. I honestly dont know how to make the motion, maybe upon entering a sector as an asteroid type entity a line is drawn to the center of the next sector on the asteroid's path and the velocity is then reset/set (maybe variable?), making a clunky but notable ring-like path.
Before anyone says anything about the calculations needed to move asteroids off in unloaded sectors, you don't need to. Asteroids honestly should Not be saved at all, have them spawn at the edge of loaded sectors and then delete them as they leave those sectors. This creates "infinite" resources, as the current respawning asteroids aim to do without having the issues that the current method causes (half eaten spawns).
It also makes mining interesting without adding any arbitrary randomness or "encounters", all while making the universe feel more alive and less dead and still. It would probably cause lag, due to the number of rocks that would be flying around, so the server would probably need a way to limit spawns of more than X rocks are loaded in the universe, but I really think this might be worth the short-term performance issues for long-term interest.
Questions? Comments? Concerns? I probably missed something, so feel free to poke at any wording choice or missed loophole that might be here.
Edit 1; Acquisition.
This idea also involves changes in how systems are generated. Fewer asteroid belts per star system, as well as chances for no asteroids/planet spawns inside a star system, as well as tweak production costs. Mining will probably never be 'hard' imho, so the way to prevent insta-titans upon starting out would be tweaks to the production chains.
(Poll is just for fun, does not indicate support or anything about the suggestion, just poking fun at the other game)
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