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Re: When systems are depleted

#16
Off-ontopic:
Aurora also handles resources very nicely.
First you suck up easily accessible resources in a decade, then explore the system, settling for more and more hard-to-reach and inefficient sites to drain. Once you're done with your own system, or rather in the meanwhile, you start gobbling up the next one, and expanding at a good enough rate never to make the availability of resources a problem - the transportation of materials is more of an issue, because you need to supply your vestigial infrastructure and mostly immobile factories way after the initial mines nearby have gone dry. And of course after a while your expansion hits a border - that's when all the accumulated wealth turns into nukes.

In short, the inertia of industry placement at empty fields is a fun logistics problem, and the search for new resources is also a fun source of conflict. A regenerating asteroid field would severely limit all this, you'd have no reason to build huge transport networks or leave an empty or too problematic mine to rot, since it'll be forever an asset. This will never create industrial boneyards left behind by the expanding shell of mineral-locusts.

I think decently well-spaced civilizations in big enough systems could bear a well-balanced accessibility vs. yield system of asteroids.
Of course regen or fixed yield/hr like X3 work too, but I feel an aging civilization should feel its nonrenewable constraints.
panic
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Re: When systems are depleted

#17
boxcartenant wrote:Hi again, guys. I don't mean to resurrect an old thread. just didn't want to make a new thread when this one existed.
No worries. Adding to existing threads is generally preferred here over starting new ones. (Which is how it ought to be in all forums throughout time and space, but I digress.)
boxcartenant wrote:I have no objection to ghost systems, but I'm wondering if a chain-reaction scenario could occur, where many NPCs move in one direction, depleting the resources there, and snowballing (accumulating) more NPCs as they go.
I have also wondered about the possibility of creating "locust fleets," especially if it will be possible (which we don't know yet) to install construction facilities on board very large ships.

I believe I recall, though, that asteroids will slowly regenerate resources, but someone with a better memory might say otherwise.
boxcartenant wrote:This also leads me to another question : Will markets continue to fluctuate in systems very far away from the player?
Josh has talked about implementing a "level of detail" (LOD) effect: systems outside the current active sphere of influence of the player will have their large-scale outputs simulated.

Presumably this will include economic outputs.

What I'm still curious about is how Josh will define "sphere of influence." Will that mean only the player's character, and everything in every other star system will be simulated? Or will the current star system plus the star systems in which are located all of the NPCs who report directly to the player's character be fully modeled and every other place simulated?

Or does it mean everywhere that every member of the player character's faction will be fully modeled for maximum fidelity and reporting back to the player? That seems it might get very expensive to compute as the player's faction grows, but what the heck, I thought I'd ask anyway. :)

If Josh has specifically said how he's going to handle this, I don't remember seeing that statement.

Good questions, and welcome!
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Re: When systems are depleted

#18
Flatfingers wrote: I have also wondered about the possibility of creating "locust fleets," especially if it will be possible (which we don't know yet) to install construction facilities on board very large ships.
I do believe in one of the update videos Josh showcased production systems. He purchased a manufacturing module (or something) on a particularly large ship, and used it to build missiles... which he then proceeded to use to blow up his tiny escort craft. 8-) I also believe it was the video with the biggest ship shown to date, so that might help in finding the video to fact check me. It was mentioned in a thread about a lack of scale.

*Realizes that being able to recall irrelevant information from a random forum topic from multiple months before isn't actually a good thing... begins to giggle maniacally* :crazy:
Libertas per Technica
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Re: When systems are depleted

#19
Graf wrote: I do believe in one of the update videos Josh showcased production systems. He purchased a manufacturing module (or something) on a particularly large ship, and used it to build missiles... which he then proceeded to use to blow up his tiny escort craft. 8-) I also believe it was the video with the biggest ship shown to date, so that might help in finding the video to fact check me. It was mentioned in a thread about a lack of scale.
video #6, june 2013
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Re: When systems are depleted

#21
The module used to construct/produce the missiles in the video was called a construction module. I admit that my terminology was not clear, as I jumped around from production to manufacturing (tbf, I hadn't watched that update in ages). Still, If he showcased a construction module, and used it to construct missiles... does that not count as a reveal for construction? Sure, he hasn't shown off ship/station construction, but I was under the impression that nearly everything used a blueprint, so I don't think it would be much of a stretch to imagine missiles and ships at least using a somewhat similar process, stations withstanding.
Libertas per Technica
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Re: When systems are depleted

#22
It may be that you're right and I'm crazy, but I was pretty sure that a split of the terms did occur at some point (obviously post-Update #6).

Engaging search-fu, brb. :squirrel:
devlog link. Ah. Here's the one! (yay I'm not crazy) ...and a more recent comment referring to construction.

So, I have to eat my words abit. Construction as a concept (distinct from production) was indeed revealed, but as far as we know is not yet realized / pre-beta-finalized.
"omg such tech many efficiency WOW" ~ Josh Parnell
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Re: When systems are depleted

#23
I'm sure this has already been answered, but what happens to destroyed ships and wasted munitions?

Does their mass go back to the asteroids from which they came? That might explain how asteroids slowly regenerate, but could also be rather difficult to implement. Imagine attempting to track the use of every resource ever mined and "re-spawning" it after it "dies".

I don't know. If a system slowly regenerates resources on its own, then the universe has theoretically unlimited resources, and economies could experience some crazy inflation/recessions. At the same time, there is technically an unlimited number of worlds to farm, thus unlimited resources so my concerns may be unfounded.

As for locust fleets, I don't think we'll have to worry too much. The number of ships required to perform such an operation is currently well beyond any of our systems' abilities even with collision disabled. Now, if space stations could move to other systems...
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Re: When systems are depleted

#24
Jazehiah wrote:As for locust fleets, I don't think we'll have to worry too much. The number of ships required to perform such an operation is currently well beyond any of our systems' abilities even with collision disabled.
You might be right, although I'm not sure I share your near-certainty given that none of us have actually played LT yet.

I don't think anyone here would bat an eyelash if it turned out that Josh said, "Hmm, only 1024 ships per system. That's not very well optimized, but I can fix that...."
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Re: When systems are depleted

#25
Flatfingers wrote: You might be right, although I'm not sure I share your near-certainty given that none of us have actually played LT yet."
I'm just basing it off the development updates in which he frequently disables collision to improve performance. The later ones have less of it, which is very encouraging. You may be getting your tyranid fleet after all.
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Re: When systems are depleted

#28
Well, or until my computer's CPU squeals in pain and surrenders.

(Note: I'm not actually expecting a "locust fleet" will be possible. It's just interesting to speculate on how that might go if somehow it is possible to mount ship construction yards on ships, and to convert objects to raw materials that can be used to build ships.)
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Re: When systems are depleted

#30
Well,if you could build a big enough ship with tons of hardpoints and mining lasers, something like a locust fleet would be possible. You'd just need a lot of ships with over-the-top mining specs.

The biggest challenge this fleet would face is probably pirates, unless they're so big the pirates can't hurt them. Either way, these ships will need some kind of protection because all their hardpoints would be used for harvesting.

I'm thinking having an armada of siege/gunships jump in and secure the warpgates while obliterating system defenses. Then, just jump in the harvesters.

Personally, I want to see something like the Tyranid fleets at some point. I think they'd fit in quite well in the universe. I'm not saying Tyranids specifically, but come on, a universe like this practically begs for this variety of hostile takeover.
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