Heyo o/ Have recently had an excess of time to day-dream, so I thought I'd post some of it here.
First, a very important disclaimer
For those of you who may not know, I'm an FB employee currently on furlough, but I don't work in the design department. What follows is written purely for my own enjoyment, and does not reflect the ambitions or inclinations of the development team: This is not a feature in design or development.
I also want to take a quick second to apologize for the formatting :') it feels very pompous, but it helps keep my scrambled thoughts at least sort of organized (also Xenforo has terrible support for nested bulleted lists)
Key Objectives:
A common sentiment in feedback is that the size of the playable universe makes it difficult for players to interact or engage with other aspects of gameplay. Starbase currently offers three methods of travel – regular spaceship travel, warp gate travel, and capital ship travel – with which a player can navigate the universe. Each option has benefits and drawbacks, and represent a particular stage of the game: Capital ship warping being the late-game, and regular spaceship flight (and now warp gate travel too, with the removal of the fast travel core requirement) being the early game.
Proposal for Warp Drives:
This concept details a ship-mountable warp drive, which offers players the ability to travel quickly through space without requiring the investment of a capital ship. However, this warp drive must take into consideration some factors.
This would see the following considerations made for the warp space dimension:
.. And the following devices added to the game:
In summary, the warp drive itself should be a relatively simple device with a scaling footprint in order to allow ships of all sizes to incorporate them without significantly disrupting the design of the ship itself (as the fast travel gate cores often did). It is essential that the stat values of the warp charging sequence, etcetera, be set high so as to prevent instantaneous charging and warping, but not so high as to dissuade its usage altogether. The goal of the design should be to make ordinary spaceflight still preferable for short trips (as an example, distances shorter than a few hundred kilometers), while providing an attractive but risky alternative for longer distances.
It is predictable that the warp space would become the new playground of piracy-focused players, as the compacted space would net significantly more targets. I don't think this should be discouraged, as the lack of reliable action is one of the foremost drivers of player loss. Warp space would also provide players a means to escape combat, but not one that exists without counter-play: Wherever one player goes, the other can easily follow – and in fact, entering warp space to escape a pursuer may have the opposite effect entirely, as both parties would be significantly closer to one another in warp space. Further, it seems unlikely that this form of warp drive would significantly impact how frequently players interact in normal space, as both the time (several minutes per warp charge, plus cool down) and resource investment should prevent it being used to station hop over short distances – plus, interaction beyond the proximity of the Origin stations is already minimal. With the future inclusion of tracking devices such as radiation/thermal scanners, warp space and normal space could be more effectively intertwined as two sides of the same coin, rather than as two separate playing fields.
As mentioned earlier, the design of this is intended to provide faster travel without requiring too much investment in terms of development, though it would likely still be quite challenging.
First, a very important disclaimer
For those of you who may not know, I'm an FB employee currently on furlough, but I don't work in the design department. What follows is written purely for my own enjoyment, and does not reflect the ambitions or inclinations of the development team: This is not a feature in design or development.
I also want to take a quick second to apologize for the formatting :') it feels very pompous, but it helps keep my scrambled thoughts at least sort of organized (also Xenforo has terrible support for nested bulleted lists)
Key Objectives:
- Reduce time spent idling during local/near-local space travel
- Expand options for player-vs-player combat and interdiction
- Implementation must avoid reducing chances of player interaction
- Enables relatively quick travel within local space. Super distant travel is possible, but not necessarily recommended for a number of reasons
- Compatible with interdiction and proposed tracking/scanning systems, does not prevent PvP in transit
- Fills gap between normal spaceflight and warp gate/capital ship travel
A common sentiment in feedback is that the size of the playable universe makes it difficult for players to interact or engage with other aspects of gameplay. Starbase currently offers three methods of travel – regular spaceship travel, warp gate travel, and capital ship travel – with which a player can navigate the universe. Each option has benefits and drawbacks, and represent a particular stage of the game: Capital ship warping being the late-game, and regular spaceship flight (and now warp gate travel too, with the removal of the fast travel core requirement) being the early game.
- Normal ship flight offers finesse but with limited cargo and range, and generally require their operators to invest a significant amount of time in order to reach valuable minerals, stations, and other points of interest. It is further exacerbated by the relatively slow speed at which spaceships can travel (150 meters per second).
- Warp gates offer some amount of mobility to the ordinary ship, but their utility is limited in the absence of player-constructed variants. Should these be able to be built in the future, warp gates could offer a strong foundation for the mobility of new players while also encouraging cooperative play in their construction and maintenance.
- Capital ships offer easy access to the entire universe, and are a huge economic boon to their operators with near-limitless cargo space and mobility. However, they have an intense cost associated with them in both the upfront construction cost of both a station dock and the capital ship itself, as well as their long-term maintenance (warp chips, fuel, etcetera).
- Economic Effects: Capital ships demand massive investment in either group efforts or via a well-supplied marketplace, but thereafter offer a huge return on investment by making the accumulation of resources comparatively trivial. However, the deluge of materials that the average capital ship can transport and provide craters market value, which in turn greatly hinders new players starting off in basic mining ships as they are unable to compete with the capital ships. While this does offer interesting options for those who are inclined to join a group, solo players are often left out.
- Exploration: Capital ships currently offer the only way to explore distant moons in a reasonable fashion, which isn’t necessarily something that needs to be fixed. However, they also demand that the pilot have a warp chip to the area they wish to travel to. While this does provide interesting market effects in the form of navigation chips, it still demands that some player invest tens of hours in idle space flight to generate these chips. Deep space exploration is effectively limited to only those who own a capital ship, and who are willing to further compound their capital ship travel with this marathon of flight in order to generate navigation chips.
- Military Offensives: Capital ships can transport a great number of military craft to an area, but only if that area has been previously surveyed and a navigation chip for it exists. Because of this, there are currently no practical options for interdiction and ambush, and beginning a siege is equally complicated.
Proposal for Warp Drives:
This concept details a ship-mountable warp drive, which offers players the ability to travel quickly through space without requiring the investment of a capital ship. However, this warp drive must take into consideration some factors.
- The warp drive must not be able to be used as a ‘get out of combat free’ card, nor should it be so effective and free of consequence that it totally supplants regular ship travel, or eliminates the chance of player interaction in normal space
- The warp drive must not place unachievable demands on the game engine (eg: moving faster than 150m/s)
- The warp drive should be somewhat prohibitively expensive, so as not to encourage the subversion of regular space flight. However, it should not require too many warp-specific components (apart from the warp drive itself) to operate.
- The warp drive should not be able to effectively replace a capital ship and the advantages it brings. It should, however, offer a stepping stone to a capital ship, and/or additional gameplay options that complement capital ship gameplay (such as offering a method of quickly generating warp chips for a capital ship)
- The warp drive/warp space should – in as many ways as possible – offer an experience that is intuitive and familiar to the average player, and its usage should be relatively simple. Properly integrating the warp drive on a ship shouldn't require too much work to install or operate competently, but also shouldn't be as simple as bolting it onto some random plate.
This would see the following considerations made for the warp space dimension:
- Warp space is effectively a compressed alternate dimension to the universe. For the sake of an easy calculation, we could consider the warp dimension to be at one-tenth scale; this would mean that traveling one meter in warp space would correspond to ten meters in normal space. Excepting the portals, this warp space layer does not have any physical interaction with ordinary space, so as to avoid extensive calculations and work.
- Because warp space is compressed, the 5km view distance effectively encompasses more of the play area while within warp space, as players will be able to see other players in warp space who would ordinarily be – in normal space – up to 50km away (or by whatever scale was chosen, if not 1:10).
- Optionally, ships currently in warp space could have a corresponding ‘ghost signal’ in normal space. This could be used to track ships traveling through warp space and opens up possibilities for interdiction.
- Because warp space is compressed, the 5km view distance effectively encompasses more of the play area while within warp space, as players will be able to see other players in warp space who would ordinarily be – in normal space – up to 50km away (or by whatever scale was chosen, if not 1:10).
- Upon initiating warp travel, two portals are generated: An entrance portal in the current space, and an exit portal in the other dimension at a corresponding location. This secondary location is calculated using the 3D coordinates of its sibling portal and the scale factor of the warp dimension. If necessary, the portal’s position may be altered to avoid collisions with existing objects (stations, ships, asteroids, etcetera).
- Inside of warp space, gameplay continues as normal: Ships and endoskeletons may move freely, shoot weapons, cause destruction, etcetera. The warp dimension itself could be devoid of natural hazards such as asteroids, planets, or nebulae, but it is shared by all players currently in warp space. As such, it could serve as an area for reliable player combat.
- To compensate for the decreased travel time, resource consumption (propellant, electricity) is amplified. The obvious multiplier would be to use the same scale modifier that the warp space uses, but this may not be entirely preferable.
- To discourage players from settling or camping in warp space for too long - or from simply using it too often - station construction is prevented and ships would become irradiated over time, utilizing the same ‘stacks’ concept as corrosion and heat (though this may apply to the ship as a whole instead of per part to save on performance). Radiation stacks are directly proportional to how readily a ship may be detected by ship scanners, and could also disable ships in the long term. Radiation stacks persist in both normal space and warp space, and only decay over time. An excess of radiation could optionally cause sporadic failures in ship electronics and machinery as simulated component decay.
- Ships and objects which are left derelict in warp space are unceremoniously ejected into normal space after a period of time. Removal of the warp core or causing excessive damage to it while in warp space should also cause the ship and its crew to be ejected into normal space (or potentially more disastrous effects).
.. And the following devices added to the game:
- Warp Drive Core: This contraption could be composed of several ‘fluff’ sub-components and has a scaling footprint. It could also come in distinct size options (small, medium, large, etc. for correspondingly sized ships). To prevent abuse and to avoid making it easy to dodge combat, the following considerations should be made:
- The warp drive core has a very high electrical consumption rate, multiplied by the number of charge capacitors (see below) attached to it, which is sustained during the entire warp initiation process. Keep in mind that the intent here is to rip a hole in the fabric of space and time, and this shouldn’t be something that is done lightly.
- Optionally, the electrical intake could have a conversion efficiency rate, which would directly affect how much electricity the capacitors subsequently receive. This could also be affected by the heat stored in the warp drive core (ie, heat generating electrical resistance).
- The warp drive core generates heat proportional to its electrical intake during charge-up, multiplied by the number of heat tokens supplied by its charge capacitors. This heat generation should be extremely high, and could have a limited heat dispersion rate.
- The purpose of this high heat generation is to prevent ships from soaking it with a wall of regular heatsinks, which would make the cool-down trivial. This heat could also persist beyond exiting warp space, preventing the warp drive from being used for back-to-back warping.
- This has an extremely valuable secondary effect: Performing a quick jump will require vastly more energy input, as attempting to charge the warp drive quickly will generate more heat than it would otherwise (ie, doing a slower charge), and in turn require much more energy to meet the requirement to open a portal. Conversely, energy efficient jumps require the warp drive to be charged slowly.
- The drive core acts like a heatsink, and is capable of storing significant thermal energy which in turn must be dispersed by the ship’s cooling system. Though the warp process can be sustained through high heat, it cannot be initiated unless the warp core has sufficiently cooled.
- Each warp drive core size has a certain upper thermal limit. Exceeding this thermal capacity for any reason triggers either A) an explosive meltdown, or B) a forced shutdown and subsequent cooling period, during which the warp process cannot be initiated. The accumulated heat must then be eliminated entirely before the warp drive can be restarted.
- This will create situations in which it is mathematically impossible for a ship to utilize its warp drive for its own travel purposes. Ship designers must be cautious to not violate these constraints. The goal of this system is to prevent any scenario where a practical ship is able to maintain a warp-ready state for too long, and to introduce consequences for doing so.
- The warp drive core has a very high electrical consumption rate, multiplied by the number of charge capacitors (see below) attached to it, which is sustained during the entire warp initiation process. Keep in mind that the intent here is to rip a hole in the fabric of space and time, and this shouldn’t be something that is done lightly.
- Charge capacitors: The warp drive’s sole customization option is in the quantity of charge capacitors, which accumulate the electricity required to begin the warp process. The maximum charge rate per capacitor must be low so as to prevent it being used too rapidly (as an off-the-cuff example, 10% per minute), but adding an excess of capacitors could reduce charge time to some degree. These capacitors cannot charge and discharge at the same time, and each capacitor adds a number of heat tokens to the warp drive core.
- Opening a portal into warp space is an energy intensive process in which the sum total of invested energy is equal to the diameter of the portal. This diameter determines which ships can and cannot transit through the portal. It follows that the maximum diameter of portal which can be generated by a warp drive is proportional to the number of charge capacitors on a warp core. Each charge capacitor on the warp core intakes electricity at a fixed rate, and a very large ship would require a significant number of capacitors and a proportional charge time, preventing quick escapes.
- To open a warp portal, a ship must have an assembled warp core with enough capacitors attached. To begin opening the portal, the ship must first charge the capacitors on its warp core to a percentage of charge sufficient enough to generate a portal which can fit the ship.
- A warp core should have read-only YOLOL fields which indicate the maximum diameter of a portal which it can generate at that time, as well as the diameter of the spaceship to which it is currently attached. The default behavior of the warp drive will be to open a portal that is sufficiently wide for the ship it is attached to, determined by the ship’s bounding box. However, a player can override this setting through YOLOL.
- The warp core should be able to discharge its electricity and begin forming the warp portal at any time, even if the accumulated electricity is insufficient (or overly-sufficient) for the ship itself to transit the portal.
- The purpose of this system of expanding diameters is to allow both small and large ships to utilize warp space with a scaling resource demand: Small ships can utilize warp space without monumental costs and without needing a massive device on their ship, whereas large ships must sate a proportionally larger demand and device footprint. This also allows players to ferry multiple ships through one portal, which reduces the barrier to entry for groups of players, and gives players a visual indication of how much longer a portal will last in space (as portals should collapse slowly). This also gives other players a chance to pursue the ship, whatever their reasoning may be.
- A warp core should have read-only YOLOL fields which indicate the maximum diameter of a portal which it can generate at that time, as well as the diameter of the spaceship to which it is currently attached. The default behavior of the warp drive will be to open a portal that is sufficiently wide for the ship it is attached to, determined by the ship’s bounding box. However, a player can override this setting through YOLOL.
- Warp space is entered and exited via transiting a portal, which is generated by a ship’s warp drive at a fixed point in space ahead of the ship. This portal begins as a tiny rift, which expands in diameter as the warp drive dispenses the charge contained in its capacitors. This process shouldn’t be instantaneous, but it also shouldn’t add significant wait time after an already-lengthy charge time.
- Once the portal has begun to open, any ship which is physically compatible with its diameter may transit to or from warp space.
- Some method of automatically orienting a ship to enter the portal at the precise center may be needed. Otherwise, free flight sounds good.
- The portal is held at its configured diameter for a period of time (a few minutes tops), after which it will begin to shrink. The portal is still navigable at this point, but it is more risky.
- When a new portal is being created, there should be some indication of its imminence in the other dimension so that players may move out of the way if necessary (or ambush the exit).
- Once the portal has begun to open, any ship which is physically compatible with its diameter may transit to or from warp space.
- Navigating warp space could be made possible in a few ways:
- Flying ‘blind’ (ie as a player would normally fly, without any navigational assistance) is the most basic option.
- Navigation chips could interact with the warp core to enable a transponder visible to the ship’s pilot.
- The planned 3D map could give an imprecise indication of where the ship currently ‘is’ by translating its warp space coordinates into normal space coordinates, and displaying the player’s position as if they were in normal space. This would also allow normal ships to act as deep-space explorers, but remember that resource consumption (propellant, electricity, etc.) is also amplified. No free meals!
- Some form of warp space beacon, which would be set up on stations in normal space, could have their transponders visible within warp space
- Flying ‘blind’ (ie as a player would normally fly, without any navigational assistance) is the most basic option.
- Ships accumulate radiation while in warp space, which is readily detectable within both warp space and normal space. This radiation level will decay over time, but will make tracking ships significantly easier; the trade-off for significantly quicker travel time must be enhanced danger, before, during, and even after transit.
- Warp portals could interact with scanning devices by broadcasting some form of signal which indicates not only its own position, but also the time left until the portal collapses.
In summary, the warp drive itself should be a relatively simple device with a scaling footprint in order to allow ships of all sizes to incorporate them without significantly disrupting the design of the ship itself (as the fast travel gate cores often did). It is essential that the stat values of the warp charging sequence, etcetera, be set high so as to prevent instantaneous charging and warping, but not so high as to dissuade its usage altogether. The goal of the design should be to make ordinary spaceflight still preferable for short trips (as an example, distances shorter than a few hundred kilometers), while providing an attractive but risky alternative for longer distances.
It is predictable that the warp space would become the new playground of piracy-focused players, as the compacted space would net significantly more targets. I don't think this should be discouraged, as the lack of reliable action is one of the foremost drivers of player loss. Warp space would also provide players a means to escape combat, but not one that exists without counter-play: Wherever one player goes, the other can easily follow – and in fact, entering warp space to escape a pursuer may have the opposite effect entirely, as both parties would be significantly closer to one another in warp space. Further, it seems unlikely that this form of warp drive would significantly impact how frequently players interact in normal space, as both the time (several minutes per warp charge, plus cool down) and resource investment should prevent it being used to station hop over short distances – plus, interaction beyond the proximity of the Origin stations is already minimal. With the future inclusion of tracking devices such as radiation/thermal scanners, warp space and normal space could be more effectively intertwined as two sides of the same coin, rather than as two separate playing fields.
As mentioned earlier, the design of this is intended to provide faster travel without requiring too much investment in terms of development, though it would likely still be quite challenging.
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