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  #31  
Old December 16th, 2007, 07:44 PM
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Suicide Junkie Suicide Junkie is offline
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Default Re: Ideal 4x Travel

Only for ships under human control unfortunately...
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  #32  
Old December 16th, 2007, 07:55 PM

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Default Re: Ideal 4x Travel

That's true. Perhaps it's time for some Homeworld'ish space combat in SEVI?
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  #33  
Old December 16th, 2007, 10:22 PM

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Default Re: Ideal 4x Travel

I wonder what would be possible in a purely simulation game that does not have much in the way of graphics, ala older PBeM games.
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  #34  
Old December 17th, 2007, 11:24 AM
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Default Re: Ideal 4x Travel

Quote:
aegisx said:
What is the Stars! travel system like? I played that and VGA planets, but cannot remember.
Stars! was open space travel, no warp points needed, travel speed according to engine tech and travel distance according to the fuel of the ship (the majority of the engines had also a low-speed no-fuel needed capacity)

It also had stargates that could be constructed in your star systems and allowed instant travel among 2 gates (with several types of gates with different distance/tonnage capacities)
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  #35  
Old December 17th, 2007, 09:23 PM

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Default Re: Ideal 4x Travel

I do like the Stars system.... looks like it has a lot of potential for strategic depth.
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  #36  
Old December 19th, 2007, 11:36 AM

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Default Re: Ideal 4x Travel

I have implemented a Stars type map to start with. Travel will be via Hyperspace. Initially, players will start off with a Hyperspace Accelerator in their home system. The Accelerator propels ships to FTL speeds, however the initial version will only propel small probe type objects and quite slowly.

Also, a version of a ship board Hyperspace Drive will be available, but it will be very large and only colony size ships (which will be quite expensive) can fit them. The technology the accelerators will be faster and handle large ships and the drive's will get smaller and faster.

Like Stars! I will use LY's as a measurement. I am still experimenting with speeds and map size. On a Large map size, assuming unlimited fuel, using startup technology I am thinking it should take ~100 turns to cross the map.
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