Not just leasing, but feedback and possibly AI design too. We spoke about how Star Trek uses sectors as a coordinate system - we could use it similarly for LT here as well. If every sector has its own associated coordinates, it becomes very simple to implement a decent feedback system. Say that someone breaks a law somewhere within your territory - your computer could tell you something like "A pilot is unlawfully attacking other pilots within sector 88.129.91", which can also be highlighted on your map. With a pure metaball-approach, there is no convenient means of conveying feedback with this kind of precision - at best, you could say "A pilot is unlawfully attacking other pilots in the territory around station 5", which isn't terribly helpful if station 5's territory is large. On the other hand, the map could give just as helpful feedback either way.Cornflakes_91 wrote:Albeit i still dont like the idea of having small cubic sectors i could live with this approach.ThymineC wrote:[stuff]
As it makes leasing space away pretty straightforward
(I would still like a full metaball approach more...)
Another thing is designing the AI to work with the system. The whole idea of zones was introduced in part because it simplifies the task of developing AI to properly understand the concept of territories and how to deal with the mechanics surrounding them, as Josh explained in a recent dev log. I think there's a fair likelihood that discretising space into sectors can further simplify the task of designing AI that can manage territory-related gameplay well.
One potential limitation that someone mentioned in IRC about a blocky grid-based approach is the difficulty of managing things within such a grid. However, this is something Josh will very likely have to address anyway based on his plans mentioned in a recent devlog:
Since spaceships are three-dimensional, it's very likely that Josh would need to develop a 3-D grid structure in which you could manage each individual volume of space to specify whether that volume constitutes part of the ship's cargohold, production lab or research lab. If this is something Josh needs to resolve, it's fair to assume that the same approach as he ends up taking for internal ship design can be applied to managing individual sectors within a 3-D blocky grid space.JoshParnell wrote:Here's the truth: capability is created by allocating some portion of an object's total mass & value towards it! Yes. This makes so much sense. What does it mean? Well, a ship has some total volume. You can choose to devote that volume to cargo storage, or to a tech lab, or to a production facility, etc. Do not think of capability as just coming from an object, but think of it as coming from space itself.
Edit: Although now that I think about it, there are many easy (but less fun) text or slider-based ways to specify the allocation of different parts of the vessel to different things. I really do hope it's based on a blocky grid approach though, so that we get something like FTL except 3D and with the ability to control where everything is placed and in what sizes: