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Post by wormholewillie on Dec 22, 2010 15:10:35 GMT -5
I can't believe I picked my username and never thought of suggesting wormholes for ST:RPG!
Possibilities, design choices: * dynamic vs. static -- how dynamic? * unknown destination until probed/traveled through? * one way vs. two way (vs. three+ way?) * immediate visible galaxy-wide vs. only if the player passes close to it
Perhaps it would be hard to factor wormholes into regional economy math -- if the player can use it, others can, and it should logically have economic effects.
Wormholes could definitely be overdone, IMHO. Balance is king, always. But they could be fun, so I'm putting this out there for discussion.
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Post by wormholewillie on Dec 22, 2010 19:53:19 GMT -5
* dynamic vs. static -- how dynamic? I could have expanded this to two list items: * wormhole entry point and destination -- fixed or nomadic? * wormhole appearance -- permanent or sporadic?
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Post by Kelvin Zero on Dec 22, 2010 23:55:18 GMT -5
I remember the game Starflight from the 80's. It featured wormholes set up in different ways. There were a few wormholes that were initially known but the rest had to be searched for.
I think a good system would be to have a sparse few known initially and strategically protected by their factions. Anyone in trouble with that faction should expect gettting attacked if they enter or exit from that wormhole. Some wormholes would be found by the Captain having an advanced explorer or tactics skill.
Since the developers are planning on adding special crewmen, it may be possible to hire special navigators who know of other wormholes or could learn of them. Hints of wormholes may be peppered in rumors. Finally certain plot relevant artifacts or devices could be introduced to keep special wormholes from being accidentally found.
I would think to fully have a benefit to wormholes, the game universe ought to be bigger. The Starflight universe was bigger than Star Traders RPG's universe and while there were a lot of wormholes, it were still large stretches of space without wormholes, even if you had found them all.
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taatuu25
Exemplar
I'm back. (for now)
Posts: 398
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Post by taatuu25 on Jan 5, 2012 6:00:30 GMT -5
Had to bump. ST2?
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Post by fallen on Jan 5, 2012 10:54:30 GMT -5
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blackgauntlet
Templar
[ Star Traders 2 & Heroes of Steel Supporter ]
Jack in... Jack off!
Posts: 1,841
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Post by blackgauntlet on Jan 6, 2012 3:31:52 GMT -5
Hurrah! And I suggest having them random. Like, as in encounters with ships. With high enough surveillance, we could find out their exit point and decide if we wish to enter or ignore it.
Nice avatar BTW, wormholewillie!
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Post by Cory Trese on Jan 7, 2012 14:40:25 GMT -5
A form of point to point travel along established pathways will feature heavily in upcoming ST universe games.
We have a long and glorious future ahead of us, Star Traderrs
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blackgauntlet
Templar
[ Star Traders 2 & Heroes of Steel Supporter ]
Jack in... Jack off!
Posts: 1,841
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Post by blackgauntlet on Jan 8, 2012 20:47:04 GMT -5
A form of point to point travel along established pathways will feature heavily in upcoming ST universe games. We have a long and glorious future ahead of us, Star Traders I believe we have more pirates and templars here than Star Traders, but thanks for listening to us, mate! ;D
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