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Post by Cory Trese on Mar 19, 2016 21:23:43 GMT -5
Your Captain will have a "Home Quadrant" that is probably the only "Core Worlds" he or she will know.
Star Traders 2 is the story of the hyperwarp network, and the reunification of the Factions.
Shalun guided the Factions to where they settled because he knew, or was told, that Alfaan the hyperwarp network survived there.
The setting in Star Traders 2 does NOT include a return to Guild Space or the Galactic Core.
I do see what you're saying about the starting quadrant, the Captain should be well versed in the map there.
It would help smooth out the early game experience if they also had some basic map of the 2-4 connected quadrants.
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Post by Cory Trese on Mar 19, 2016 21:25:15 GMT -5
Variable accuracy artifacts tend to annoy players, I'm afraid -- that's something we find as pretty common feedback on AoP and ST RPG.
I think the option to build it yourself, buy it, or do a bit of both fits with the ST RPG goal of "a thousand ways to play" (or was it "ten thousand ways to die" I cannot recall.)
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Post by Deleted on Mar 19, 2016 21:27:40 GMT -5
Travel between the core worlds of the home quadrant would be well established. Travel elsewhere would be from exploring or finding star charts from contacts. This makes sense...
Sounds fun.
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Post by Cory Trese on Mar 19, 2016 21:28:50 GMT -5
Travel between the core worlds of the home qudrant would be well established. Travel elsewhere would be ftomexploring or finding star charts from contact. This makes sense... Yeah, and will add excitement as you stray farther and farther from the places you know automatically ... right? You'll strike out into the darkness, unaware if you'll find Xeno-filled wastelands or rich trading grounds. Should be exciting stuff.
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Post by En1gma on Mar 19, 2016 21:30:31 GMT -5
I'm shite with Photoshop type stuff, but mayhaps I can explain myself...
It seems like no matter what, your character will head in a straight line for your marker, no matter what's between point A and point B. If there is an alcove, you will duck into it until the engine finds that the path isn't right, then you reroute and walk back out.
Now, say, if there is a series of boulders or things against a wall. Take the boost-in area, where the way northward has the columns or whatever they are lining the way to the Rooftop. If you set your marker inside the hidden area, you watch your character bounce off the wall around the individual columns instead of walking straight forward like a normal person.
Perhaps someone can help on the graphics side of this, all I can do is describe...
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Post by Deleted on Mar 19, 2016 21:30:35 GMT -5
Travel between the core worlds of the home qudrant would be well established. Travel elsewhere would be ftomexploring or finding star charts from contact. This makes sense... Yeah, and will add excitement as you stray farther and farther from the places you know automatically ... right? You'll strike out into the darkness, unaware if you'll find Xeno-filled wastelands or rich trading grounds. Should be exciting stuff. Into the void!
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Post by ntsheep on Mar 19, 2016 21:31:52 GMT -5
For well known planets and gates, I think auto nav would be good. It would make sense that as you go through any gate, there would be some sort of navigational beacon system in place to direct you to the nearest starbase or planet. As others have mentioned, for low tech or backwaters areas, having to map it out yourself or buy some map info is good also and fits in with the story of reuniting the various core systems.
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Post by Brutus Aurelius on Mar 19, 2016 21:34:27 GMT -5
Your Captain will have a "Home Quadrant" that is probably the only "Core Worlds" he or she will know. Star Traders 2 is the story of the hyperwarp network, and the reunification of the Factions. Shalun guided the Factions to where they settled because he knew, or was told, that Alfaan the hyperwarp network survived there. The setting in Star Traders 2 does NOT include a return to Guild Space or the Galactic Core. I do see what you're saying about the starting quadrant, the Captain should be well versed in the map there. It would help smooth out the early game experience if they also had some basic map of the 2-4 connected quadrants. Cory, every time you drop some lore, it makes me so excited for the Lore PDF. Will it have these kinds of tidbits in it? Or a more general history kind of thing?
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Post by Cory Trese on Mar 19, 2016 21:37:20 GMT -5
The Lore PDF will focus on the story of the Star Traders, the Templars and the period of history spanning between the Exile and the Exodus.
I believe that we will have pages about Adrok Shalun (detailing his particular abilities and family history) as well as information about the Alfaan, the Xarth, the Guild and the Narvidian corruption of the Guild's FTL comms network.
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Post by Cory Trese on Mar 19, 2016 21:39:34 GMT -5
I'm shite with Photoshop type stuff, but mayhaps I can explain myself... It seems like no matter what, your character will head in a straight line for your marker, no matter what's between point A and point B. If there is an alcove, you will duck into it until the engine finds that the path isn't right, then you reroute and walk back out. Now, say, if there is a series of boulders or things against a wall. Take the boost-in area, where the way northward has the columns or whatever they are lining the way to the Rooftop. If you set your marker inside the hidden area, you watch your character bounce off the wall around the individual columns instead of walking straight forward like a normal person. Perhaps someone can help on the graphics side of this, all I can do is describe... I might be able to make some improvements their by re-writing the heuristic for HoS. I'll put that on my list. The boost in area is actually a great example since it is easy to test and the pillars make a great test case for the H.
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Post by Brutus Aurelius on Mar 19, 2016 21:40:45 GMT -5
All these little tibits are so cool though. They add so much to the ST universe.
Never stop dropping those tibits Cory.
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Post by En1gma on Mar 19, 2016 21:41:16 GMT -5
THIS is why I hang around here.
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Post by Cory Trese on Mar 19, 2016 21:41:42 GMT -5
For well known planets and gates, I think auto nav would be good. It would make sense that as you go through any gate, there would be some sort of navigational beacon system in place to direct you to the nearest starbase or planet. As others have mentioned, for low tech or backwaters areas, having to map it out yourself or buy some map info is good also and fits in with the story of reuniting the various core systems. If the game honors known gates and quadrants, the your exploration (and perhaps map purchasing) will make your navigator more and more effective at automatically plotting courses for you. It will mean that if there is "unknown space" between you and your Mission / Contact (or whatever) that you wouldn't be able to automatically plot a course their. You'd have to have been there, at least one, to route their automatically. I can see how that would add realism to the game ... but I worry it will introduce too much AoP-esque manual navigation. Thoughts?
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Post by Brutus Aurelius on Mar 19, 2016 21:48:06 GMT -5
I like the idea. It fits the themes of exploration and growth. In this case, it shows that your navigator is getting better at their job. It shows how your Captain and Crew grow and learn.
Perhaps having Crew from a particular World of Quadrant could have them provide information for you?
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Post by ntsheep on Mar 19, 2016 21:48:22 GMT -5
I haven't really played AoP that much. If what I suggested is too similar to it and there's too many problems with it, by all means go with something else.
How about if you don't really know any thing about where you are going, there's a chance you may end up a few spaces away from where you wanted to be with auto nav and then you just have to search around a bit. Maybe have some sort of scanner\radar that looks a few spaces around you to find what there is.
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