In principle, there should be no problem using a JD to reach a system which is not connected by JG; the only limiting factor is fuel. Hence it is perfectly suited for exploration as long as the ship is equipped for the journey. If the intent of procedural generation is to ensure all systems have a JG then that is a redundant point, but it does mean that a JG is not required for exploration. I can certainly see the attraction in having backwaters and isolated areas without JGs, so I'd advocate that if feasible.Hardenberg wrote: And again: The Jumpdrive isn't designed to be an exploration tool. Exploration follows the jumpgate and wormhole network, as does the actual system generation.
If you choose to build in backwaters, maybe it should. On the other hand, it could be possible to add JGs or ferries, thereby enabling fast travel to a previously isolated system. Whether they must be added by the player or will ensue as part of a dynamic galaxy is worth considering.getting back to where you were two days ago and build your first factories shouldn't take another two days.
What I reckoned was that it could be a dynamically generated non-persistent room, populated by the player and a bunch of beacons. Maybe some random features too.As much as I'd like to see that, I'm not sure if it's feasible, given the technical limitations (each solar system being a distinctive "room"). You would need to design the navigable hyperspace as yet another room/"solar system", which wouldn't really work with a potentially unlimited number of systems which need to be represented within said room.Hyperspace as a flyable region.
When the player appears he is at the centre of the room, and the nearest beacons would also be positioned. There would need to be a sensible limit of beacons, say only those within twice the ship's range, i.e. no need to include a large number. In some ways it would be like a flyable 3D map of the stellar vicinity. If there are meant to be JG and ferry routes then suitable NPC vessels could also be positioned, travelling in straight lines between the appropriate beacons. Plus some other private ships using their own JDs. Traffic. When the player drops back to normal space, the room and all its contents are simply deleted. As it's a single player game, there would never need to be more than one such room in existence.
In terms of mechanics it would behave pretty similarly to a normal room, though different physics and visual effects could be used. The only slightly complicating factor I can think of is if JGs and ferries run to schedules, they'd need to be positioned and given velocities consistent with that. Should still be doable, though.