There's a lot of talk about faster travel systems. It's probably the most common suggestion behind round planets, and, while I'm not up-to-date on development plans, I believe it's already on the drawing board. Before anything goes through though I think we should take a moment to think about what a fast travel system would really mean.
There's a myriad of faster-than-light travel technologies from all corners of the sci-fi world, but with techno babble aside, most do pretty much the same thing. I've grouped what I know of into three systems for examination. Each has its own strengths and challenges and each will ultimately shape the Starmade universe in a different way.
Warp/Hyperspace/Slipstream
Probably the most well-known faster-than-light system and probably one of the most used. Whether you're warping space around your ship, encasing it in a subspace bubble, or tunneling through the fourth spacial dimension, every system like this basically performs the same function: make the ship go really really fast.
Despite its popularity, however, it's probably my least favorite solution to our situation, being the least interesting and uninspired. It's basically just a turbo speed button for ships, effectively making the entire universe smaller, and it will face challenges when you're traveling faster than asteroids can load.
Still, it will probably the easiest to implement and, being the most familiar, will probably be easiest to use. It will also add an extra dimension of balance -- if, for instance, it required so much power that only large ships could use it, it would create a dependance on carriers for smaller ships which cannot afford to warp themselves.
I would suggest greatly increasing the void between star systems if this were implemented, so that warp is not a necessity for interplanetary travel but is still useful for interstellar.
Gates/Wormholes/Transwarp hubs
Anyone who's watched any sci-fi over the last 15 years knows how this works: connect a gate at point A to one at point B and you can jump between the two instantaneously.
Exploration would still have to be done manually, which keeps the vastness of space form being cheapened, but once established, players could build gates between popular locations, effectively creating an interstellar highway through which much of a server's traffic can pass. It would allow people in distant corners of the galaxy to remain connected with the rest while still allowing others to live in seclusion if they choose.
Unfortunately, buildable gates are riddled with complicated problems. Will each gate be able to connect to multiple destinations? If so, how do you interact with the gate's control while inside your ship? What if your ship gets stuck in the gate, or worse, what if the destination gate is a different shape or has something obstructing it? What if some smartass links the world's main hub gate to the middle of a planet, or right next to a star?
One possible solution is to have rare, naturally occurring wormholes. It might add an unwelcome degree of randomness, but it would solve a number of issues: uniform sizes keep you from entering a tunnel whose exit is too small, and having no solid borders, as well as a non-buildable area surrounding the wormhole, makes it impossible to get stuck. Keeping them rare also gives them real value, rather than being a commodity everyone has in their back yard, and further increases traffic through them, making them great places for merchants -- or pirate ambushes!
FTL/Jumping
FTL stands for Faster-Than-Light, which can be used to apply to any of these systems, but when I say FTL I'm referring specifically to the FTL drive from Battlestar Galactica and the aptly named strategy game FTL: Faster Than Light. But, interestingly enough, the FTL drive is actually a bit of a misnomer: rather than traveling faster than light, or indeed, traveling at all, FTL essentially pulls a wormhole over the ship, instantaneously bringing it to its destination (or bringing its destination to it).
It sounds pretty simple -- press a button, teleport to sector -- but the details of exactly how it works and what it requires will determine the impact it has. Make it too fast and easy and it's basically the same as warp. You could require jump beacons to be placed at destinations beforehand, like the ones used in the FTL game, but then it's basically the same as gates (albeit without many of the complications). And what if there's an obstruction in the sector you want to jump to, like a planet? I suppose it would bump you over to the nearest empty space, but what if that happens to be the inside of a hollow cube lined with hostile turrets?
Would the FTL drive take time to engage, or would it be instant, allowing for a quick getaway when things start to get rough? Would you be able to spool it up beforehand, allowing you to jump when you want to but making misplaced or mistimed jumps costly? Would its range be limited, allowing for quick travel between nearby locations but still requiring time to reach distant destinations? Would you be able to calibrate it like weapons, changing parameters like distance and spool-up time, or could the dimensions of the drive you build be used to determine these?
I'm sure we'll be seeing fast travel some time in the near future, but it's important to think long and hard about what exactly we want out of it. I hope this will provoke discussion and maybe offer some food for thought for the dev.
There's a myriad of faster-than-light travel technologies from all corners of the sci-fi world, but with techno babble aside, most do pretty much the same thing. I've grouped what I know of into three systems for examination. Each has its own strengths and challenges and each will ultimately shape the Starmade universe in a different way.
Warp/Hyperspace/Slipstream
Probably the most well-known faster-than-light system and probably one of the most used. Whether you're warping space around your ship, encasing it in a subspace bubble, or tunneling through the fourth spacial dimension, every system like this basically performs the same function: make the ship go really really fast.
Despite its popularity, however, it's probably my least favorite solution to our situation, being the least interesting and uninspired. It's basically just a turbo speed button for ships, effectively making the entire universe smaller, and it will face challenges when you're traveling faster than asteroids can load.
Still, it will probably the easiest to implement and, being the most familiar, will probably be easiest to use. It will also add an extra dimension of balance -- if, for instance, it required so much power that only large ships could use it, it would create a dependance on carriers for smaller ships which cannot afford to warp themselves.
I would suggest greatly increasing the void between star systems if this were implemented, so that warp is not a necessity for interplanetary travel but is still useful for interstellar.
Gates/Wormholes/Transwarp hubs
Anyone who's watched any sci-fi over the last 15 years knows how this works: connect a gate at point A to one at point B and you can jump between the two instantaneously.
Exploration would still have to be done manually, which keeps the vastness of space form being cheapened, but once established, players could build gates between popular locations, effectively creating an interstellar highway through which much of a server's traffic can pass. It would allow people in distant corners of the galaxy to remain connected with the rest while still allowing others to live in seclusion if they choose.
Unfortunately, buildable gates are riddled with complicated problems. Will each gate be able to connect to multiple destinations? If so, how do you interact with the gate's control while inside your ship? What if your ship gets stuck in the gate, or worse, what if the destination gate is a different shape or has something obstructing it? What if some smartass links the world's main hub gate to the middle of a planet, or right next to a star?
One possible solution is to have rare, naturally occurring wormholes. It might add an unwelcome degree of randomness, but it would solve a number of issues: uniform sizes keep you from entering a tunnel whose exit is too small, and having no solid borders, as well as a non-buildable area surrounding the wormhole, makes it impossible to get stuck. Keeping them rare also gives them real value, rather than being a commodity everyone has in their back yard, and further increases traffic through them, making them great places for merchants -- or pirate ambushes!
FTL/Jumping
FTL stands for Faster-Than-Light, which can be used to apply to any of these systems, but when I say FTL I'm referring specifically to the FTL drive from Battlestar Galactica and the aptly named strategy game FTL: Faster Than Light. But, interestingly enough, the FTL drive is actually a bit of a misnomer: rather than traveling faster than light, or indeed, traveling at all, FTL essentially pulls a wormhole over the ship, instantaneously bringing it to its destination (or bringing its destination to it).
It sounds pretty simple -- press a button, teleport to sector -- but the details of exactly how it works and what it requires will determine the impact it has. Make it too fast and easy and it's basically the same as warp. You could require jump beacons to be placed at destinations beforehand, like the ones used in the FTL game, but then it's basically the same as gates (albeit without many of the complications). And what if there's an obstruction in the sector you want to jump to, like a planet? I suppose it would bump you over to the nearest empty space, but what if that happens to be the inside of a hollow cube lined with hostile turrets?
Would the FTL drive take time to engage, or would it be instant, allowing for a quick getaway when things start to get rough? Would you be able to spool it up beforehand, allowing you to jump when you want to but making misplaced or mistimed jumps costly? Would its range be limited, allowing for quick travel between nearby locations but still requiring time to reach distant destinations? Would you be able to calibrate it like weapons, changing parameters like distance and spool-up time, or could the dimensions of the drive you build be used to determine these?
I'm sure we'll be seeing fast travel some time in the near future, but it's important to think long and hard about what exactly we want out of it. I hope this will provoke discussion and maybe offer some food for thought for the dev.