What I want to see are uncharted systems, but accesible all the time, not only one few days per month.
They are supposed to be accesible through dynamically generated jump holes across all Sirius.
After few days jumphole despawns and there will appear new one leading to another uncharted in new location.
I see uncharted systems as one of next:
1) Just sightly systems with mining or anomaly zones or connection to another uncharted.
2) Whole nebula labyrinth, if you go out of the way, you will die to insane deadly explosive clouds.
3) Nomad Vagrant barely habited systems, with some ship wrecks or Dom'Kavash structure remains.
4) Dom'Kavash systems with more remains of their things, with logical puzzles to solve, some of them may be made via FLHook.
5) Again Vagrant systems, this time there must be insane count of them, so passing through the system would be ultimate challenge... for non-nomads.
6) Systems with combined radiation and explosive clouds with insane damage, dense enough to allow only fighters to pass, one wrong maneuver and you are dead.
They must to:
1) Have object of interest. That may be ship wrecks with loot that becomes the more valuable the more challenge system gives. Or mysterious and bizarre things such as unusual starsphere and music or Dom'Kavash/Nomad objects. Or simply mining/anomaly zones.
2) Don't be easily accesible. Disco may have large set of 20 uncharted systems, but accesible will be only few of them at time via randomly generated jumpholes which exist only few days.
3) Have exit hole to normal space. There may be uncharteds to which lead one way jump hole and once your ship occured in it, you have to find way out of here yourself.
4) Be restricted for jumping in. Really, what is purpose of all these efforts with random holes for their exclusiveness, if people can simply jump to them.
5) Be invisible for map editors or navmap by spawning solars dynamically, won't work on nebulas or other zones however. That absolutely need to be made because if not, these systems will lose all their purpose: you will know where all wrecks with valuable loot placed, solutions to logical puzzles or way to bypass obstacles on your way.
6) Not have dockable non-vagrant bases. That is deep space.
There may be:
1) Solar spawn scripting, with FLHook support it is possible for all solars to spawn randomly: stars, planets, bases and wrecks in random places with random loot if it is wreck. If jump hole to the system will be generated second time, you will discover there is no wreck with juicy loot you remember from visiting the place first time.
2) Systems specially dedicated for blind jumping. Some uncharteds to be accesible via blind jump, but in some the most exploration-rewarding of them to restrict surveying.
This sounds legitly better
There is a lot of things you would have to do, yes.
In vanilla, in Sigma-13 getting the codeguns was a pain in the ass, but now through other similar clouds you pass too easy. Nerfing such things is bad. Things like those is what make Discovery a challenge.
Invoker is kind of right here, with more things to explore, unique structures and challenges, and even those FLHook puzzles as he said. Theyre all interesting ideas, if there only would be enough commitment and they would come true it would be just better.
I remember a Omicron system with a Nomad Lair at it's center, back when Omicrons werent Kappa, Delta, Eta etc., when they still had numbers. The system had two jump holes, and your ingame navmap wouldnt detect anything. Fully confined within the green mists, but sadly not with many dangerous entities around, or things like gases or nomad mines. Adding systems like those and passages which must be found etc. would be great story contributors and even make players play more, maybe even get to spread the word around.
As I said, I agree with the idea of Daam K'Vosh remains and puzzles, but as far as im aware, as Quintaine said on Toledo:
Quintaine Wrote:There is no evidence pointing to a war, disease or natural disaster: They just vanished, leaving behind the Nomads
There is literally nothing to find about those sadly.
Lore-wise the Empire of the DKV (Abbreviation for the daam kvosh) made the Nomads as some kind of guardians to look out after things
Yes iRP in the present day there are still many things to discover about them or other undiscovered yet races, or about the Gammu AIs , be it about anyone. But simply DKV left no trace or anything, just, vanished.
As for the Vagrant systems, well, I dont really know what to say to be honest. Vagrants are not big in numbers iRP, or im an idiot and i dont know its actually the opposite. In rest, it's a great idea.
Why did I post an idea if I'm not going to work on it anytime soon?
Just to point Discovery has not yet exhausted its potential and there is still a place to grow and expand, not only constant rebalance/rework/redisign of existing content.
As for Dom'Kavash structures, what about The Shrine?
And I thought hard about which NPCs can be enemies in deep space, which humans and robods haven't habited in any way. Nomad Vagrants. InRP they were teleported far far away from Sirius sector and now are returning to home, so it even fits lore.
This is great, randomized wrecks should've become a thing a long time ago. I would implement this mechanic for the rest of the codename wrecks in the game, but I'd make them more distinguishable from the regular worthless ones.
Dynamic jumpholes are also a good idea, there is one issue. If someone remains inside one of those systems and it gets randomized, they might end up spawning inside a random solar, like a star or planet, the next time they log on. You'd have to either move them to a safe spot where you know what things won't spawn, or out of the system entirely.
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Mephistoles
(07-23-2019, 06:37 AM)Nepotu Wrote: Is the FL engine capable of all of this?
Basic FL engine no, but with help of FLHook I'm sure these things are possible.
The most difficulty is not FLHook stuff, but creating more than 20 systems for purpose of my idea.
All needed is manpower: C++ programmers and system designers and they are what Disco lacks, especially coders.
(07-23-2019, 09:46 AM)teschy Wrote: Dynamic jumpholes are also a good idea, there is one issue. If someone remains inside one of those systems and it gets randomized, they might end up spawning inside a random solar, like a star or planet, the next time they log on. You'd have to either move them to a safe spot where you know what things won't spawn, or out of the system entirely.
I heard current uncharteds just kill you if try to logout in them. That is not hard to move player back to last visited base.
The first thing that needs to be programmed here is proper RNG for Freelancer. It's physically impossible to give something a drop rate of less than 1% at present. What would be nice is a random 'lootbox' (NO, WE ARE NOT TALKING ABOUT CASH TO OPEN), dropped by certain high level NPCs that would then have a chance of randomly yielding a reward from a set contained in that type of box.