Revamping Sector Space
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Join Date: Dec 2007
Revamping Sector Space
09-23-2010, 08:44 AM
Take note Cryptic:
The current incarnation of Sector Space is not necessarily badly done. It's main flaw is that the speed is labeled incorrectly, and it's very tedious to travel from system to system. Here's one idea on how to majorly improve Sector Space, and bring it closer to how things are in canon Trek:
- Re-label "Warp" speed into "High impulse", possibly reducing the current maximum speed as well. Traveling at maximum impulse in the shows always has been that it will take days if not weeks to travel between individual systems. In game time, it should take several minutes between 2 nearby systems. (
note: adding a possibility to damage your warpdrive and requiring sending out a "distress call" to get rescued may be a future idea
- Implement a "Warp" button, much like the "Full Speed" that exists while in a system. The camera distorts and stretches your ship, resulting in the familiar "warp flash". While at warp, you have limited/zero movement of your ship. You may be able to turn slighly, but vastly reduced compared to "high impulse". Turning your ship more than say 10-15 degrees to port/starboard, will initiate a warpdrive shutdown, dropping you down to impulse speeds.
Originally Posted by
Faster than light, no left and right. When possible maintain a linear trajectory. Course corrections may damage the ship.
The warpdrive should auto-engage if you select to travel to a distant system by use of the "System List". While at warp, your ship should not be subjected to the "Deep Space Encounters" unless you are several levels/grades below the DSE. The only time you should happen to "drop out" of warp, would be due to spatial anomalies, engaging superior hostile enemies, or when you've reached your destination.
Extending the Sector Space to include
sectors without the need for having to load each sector individually (loading time kills the immersion factor in the game). A player should be able to leave the Sol System (which
include all of Sol, and not just Earth), set a course for Vulcan or Quo'nos or DS9, without having to load multiple times, reset the course etc. Due to the possibility of being dragged out of warp due to spatial anomalies or superior hostiles, the player would still have to actually monitor his travel situation. It would thus not become like the "Flight Path" system of WoW where you are entirely protected from outside influence.
I'd love for some constructive discussion on the matter, as well as possible imput from developers on how feasible this idea might be. Since it's been said that Sector Space is one part of the game they want to make some major improvements to, my suggestion above would (in my opinion) go a long way in doing so.
Another idea which came to me after considering the possibility of damaging your warp drive:
Travel at warp should have a maximum duration, a "travel bar" if you will, in which the faster speed you have, the quicker this travel bar gets depleted. Running your ship at "cruise speeds" will take longer time to get to the destination, but less possibility of downtime due to a depleted travel bar. Running your ship at "maximum warp" would deplete the bar faster and you'd end up at impulse speed for a brief period. This would be analogous to how ships have a
as well as a
. Ships can travel for several days at cruise speed, while mere hours at maximum.
Added a rudamentory "travel bar" to illustrate this last idea: