Communications Gameplay in Limit Theory

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Re: Communications Gameplay in Limit Theory

Postby Cornflakes_91 » Thu Mar 23, 2017 2:44 am

I'd not make the first hop such a steep cost.
After all, why should it take 5 minutes for an order to get through a wormhole i can jump through with zero delay?

And the delays should also depend on the infrastructure thats available.

Do i have a shortish route in hops available?
Is there any friendly/owned infrastructure along the way?

Do i have a short route with straight-line-FTL comms available? (For when something gets cut off because its on the other end of an unstable wormhole)
Is there any infrastructure that could take the straight line ftl coms and relay it through the wormhole network?

With wormhole com speed > straight line ftl com speed.

How good is the command crew at the other end?


All of that could modulate the response time up or down.
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Re: Communications Gameplay in Limit Theory

Postby Cornflakes_91 » Mon May 22, 2017 10:47 am

Lyyrae wrote:
Cornflakes_91 wrote:if im allied with them, and share sensor data with them, why didnt i know what ship that is before i contacted it explicitly?
if not, why dont i have to do the same thing with my own ships?


Well, you did not know it was there and neither did it. You flew into a system without knowing the position of any ship/station so you would need to find someone (preferable someone with good sensors) to get system information.
And yes, everything I wrote would also apply to your own ships/assets. (In retroperspective, this all is a flawed idea... :? )


it could be that way for everyone but not for the general case.

say you go outside of general communications range and come back.
you have to go to some friendly ship/station and reestablish the communications links.

after you have "actualised your encryption codes" or whatever normal instant/fast (interstellar) communcations work without explicit handshaking again.


fork from here
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