Planet size issues

Tips, tactics, and general discussion for Evochron Legacy.
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Marvin
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Planet size issues

Post by Marvin »

From post: 163682, Topic: tid=10921, author=DynamicRanger wrote:If the stars were realistically placed in 3D space and visible/identifiable from most places in the universe, wouldn't that only help with navigating completely without gates? Or is that what we're talking about, gate-less navigation?
:cool: Yes. Ninety percent of the planetary systems in the Evoverse are not connected by jumpgates.
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Planet size issues

Post by Nigel_Strange »

If created that way, most of the stars in Evoverse would be right on the same plane...though the ones that were not would certainly stand out more. Such a space would not look very interesting, so some kind of star background would still be needed, unless Vice decided to greatly embellish upon the current number of systems, going perhaps from a thousand to a few hundred thousand.
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Planet size issues

Post by Marvin »

:cool: Natch' background stars would still be needed as fillers. But there should be enough real stars situated on and off (mostly on) the galactic plane to create constellations. The trick would be in balancing the absolute magnitude of each star so the constellations wouldn't start to clump together until the player exited the galaxy.
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Planet size issues

Post by Maarschalk »

At the moment it looks like all Stars have planets or objects in Evochron. In reality relatively speaking there are lot of stars without planets!...;):cool:
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Planet size issues

Post by Filament »

Hey, all...

I haven't posted in a while because I haven't been on, in a while. And I haven't been on, in a while - because I haven't played in a while...

...which brings me to my 2 cents...

After an initial fanaticism, I stopped playing. After I worked my way up meticulously mining and buidling my ship out the way I wanted - and then discovering how to get to Sol and some hidden places in the game, I just lost interest.

I realize the topic is 'planet scaling' - so forgive me for going off-topic for a sentence or two...

Reading this thread got me to thinking: 'why have I lost interest?' I think it's because one finds mostly the same things in largely the same places, with minor variations. I realize a certain amount of 'predictability' is needed for planning on how one wants to get 'places' (meaning: 'stuff' or 'goals' that are bult-upon).

I'd like to see totally random stuff. 'Politics' between factions that go totally skewed, on occasion. 'Perishable' equipment, as someone mentioned, is a fantastic idea! You've got it now, but it 'wears out', and you have to keep going to different systems to find something comparable. Perhaps expand this to ALL things equipped, as part of the ship. You have to fall back to level 5 shields, because you're level 10 failed - and it's all you can find nearby. The only thing predictable, is that some systems have a tech level and government that tend to have what you're looking for. Stuff like the aforementioned...

I don't know how this would be implemented. Perhaps, having a 'check box' in 'options' for those that want it. But then, how would online-play be affected? Yeah, I know - could be some challenges.

I LOVE this game, though...in it's present form. I sparked it up last night, after tweaking some graphics drivers I'd updated, and was reminded how startlingly beautiful it is, and how much fun it is to play - even if nothing everchanged... :)

Awesome job, Vice!!! :cool:
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Planet size issues

Post by Marvin »

:cool: One way to spark new interest is to do one of the available quests.
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Planet size issues

Post by Filament »

From post: 163758, Topic: tid=10921, author=Marvin wrote::cool: One way to spark new interest is to do one of the available quests.
What...you mean and have something new and exciting to do while you're building and equipping your 'ship of doom' and visiting all those hither-yon super-secrity-like uncharted/known places?

Naw...I'll pass. Man's got to sweat and do his 'mawnin' them rocks by the sweat of his brow, as he looks at his scope for those red-dot interlopers that are tryin' to jump his claim! :P

Actually, I SHOULD do those, Marvin! I fully intended to at the start... good reminder! :cool:
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Planet size issues

Post by Marvin »

:cool: Keep in mind that, with the sole exception of the race against another pilot, you can do any quest contract on line ... a good idea if you need help.
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Planet size issues

Post by Biscuitism »

From post: 160882, Topic: tid=10921, author=Marvin wrote:If the planets were bigger and, therefore, harder to navigate (takes longer to make planetfall and the possibility of burning up or crashing is greater), there needs to be a good reason for making planetfall in the first place. Some possibilities might be:
  • Cities with docking bays and tunnels and other things you can fly in, through, and around. Sort of like the asteroid cave ... only man-made. With hidden items stored away in some side corridor.
  • Canyons and valleys you can actually hide behind when being chased by a horde of enemy ships. Or you can hide behind in a TW to avoid a barrage of missiles.
  • Hostile cities with defenses. Destroy the defenses before flying down those corridors and retrieving what's stored in the hidden crates.
  • City corridors again ... make some of them too narrow for anything except a TW. But make using a TW worth the trip (some of the time, anyway).
  • Add more planet-only contracts. High-paying ones.
  • Add a few high-tech items to the inventory which can only be bought planetside.
  • Make some inventory items cheap to buy at a trade station but expensive to buy (and, therefore, sell) on a planet. Like precious metals ... make them less available for mining on a planet ... forcing planets to pay exorbitant prices, compared to what stations would pay.
  • Make other items, like water or biologicals for instance, cheap to buy or mine planetside but expensive to buy or sell in space.
  • Allow mercenaries to build colonies on planets. Where one colony is worth as much (for territory control) as two or three stations.

So much this. These improvements might actually give planets more purpose. I hardly see anyone bother with them since they're only good for mining/exploration.
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Planet size issues

Post by Marvin »

From post: 163781, Topic: tid=10921, author=Biscuitism wrote:I hardly see anyone bother with them since they're only good for mining/exploration.
:cool: They are also good for TW vs Rebel ship combat. You start out in a ship and then jump into a TW after taking the contract and getting within striking distance.
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Planet size issues

Post by DennyMala »

As Marvin say, it's real fun to be a mobile AA squad. :cool:
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Planet size issues

Post by Maarschalk »

From post: 163794, Topic: tid=10921, author=DennyMala wrote:As Marvin say, it's real fun to be a mobile AA squad. :cool:
Now if we could only outfit or TWs with AA missiles or maybe even some, as Nigel_Strange calls them, Foolcrums....;):P:cool:
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Planet size issues

Post by -splosives- »

If planets had AI terrain walkers on them, and you could customize your walker like a ship, then increased planet sizes would be interesting, because you'd have more space to fight in, and you would have more possibilities for terrain. Bigger planets means bigger atmosphere, which means higher mountains and deeper canyons.
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Planet size issues

Post by Major Grubert »

more space, more fun
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Planet size issues

Post by onehand »

I think the planet sizing is good.

One thought I had that might be quick & easy to implement would be to decrease the field of view, or increase the focal length of the player's camera when in planetary mode.

The wide angle naturally exaggerates the curvature of the horizon (barrel distortion is it? Something like that anyway.)

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The FOV could gradually decrease in proportion to your altitude as you get closer to the surface. By the time you got down there, a lot of the horizon's curve wouldn't be as noticeable.

This could also be configurable via two parameters in the sw.cfg, for instance spaceFOV & planetFOV so as not to annoy any players that prefer the wide view. :)
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Planet size issues

Post by Marvin »

:cool: Or the hover height could be decreased to ground level (landing instead of hovering). That might help too.
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Post by onehand »

That would be cool too.

After some searching around I found that you can change the FOV in the sw.cfg (line 17), but the default is 0 and it doesn't seem to accept a negative value so I couldn't test a with lower FOV for comparison.

I think that also affects the entire screen and not just the camera itself, so you may get some cropping with a lower value, but I would be interested in trying it out. :)
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Planet size issues

Post by Maj. Tom »

From post: 163858, Topic: tid=10921, author=onehand wrote:I think the planet sizing is good.

One thought I had that might be quick & easy to implement would be to decrease the field of view, or increase the focal length of the player's camera when in planetary mode.

The wide angle naturally exaggerates the curvature of the horizon (barrel distortion is it? Something like that anyway.)

The FOV could gradually decrease in proportion to your altitude as you get closer to the surface. By the time you got down there, a lot of the horizon's curve wouldn't be as noticeable.

This could also be configurable via two parameters in the sw.cfg, for instance spaceFOV & planetFOV so as not to annoy any players that prefer the wide view. :)
This is brilliant! I wish I had thought of this. Another thing that decreased FOV will help with is the perception of speed. Narrow FOV makes it look like you're moving faster, which is nice. Currently, planetary flight feels slow (also thanks to ginormous vegetation)

[Edited on 2013-8-13 by Maj. Tom]
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Planet size issues

Post by -splosives- »

Narrow FoV gives me a headache, so no thankyou.
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Planet size issues

Post by Maj. Tom »

Doesn't have to be abnormally, headache-inducingly narrow.

Just transitioned during entry to be somewhat narrower than the outer space fov. It would help a lot.

[Edited on 2013-8-14 by Maj. Tom]
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Planet size issues

Post by onehand »

From post: 163881, Topic: tid=10921, author=Maj. Tom wrote:Doesn't have to be abnormally, headache-inducingly narrow.

Just transitioned during entry to be somewhat narrower than the outer space fov. It would help a lot.
I agree! And as long as it's configurable, everyone's happy.
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Planet size issues

Post by -splosives- »

I'm one of those guys that plays FPS in fisheye perspective (100-110 fov). :P
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Planet size issues

Post by DaveK »

Does the view from a TW look different from the view from the hovering ship. I know that TW's and ships are about the same size, but TW's are definitely on the ground!

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Planet size issues

Post by -splosives- »

From post: 163886, Topic: tid=10921, author=DaveK wrote:I know that TW's and ships are about the same size, but TW's are definitely on the ground!

:)
TW's are way bigger than ships. like twice as big.
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Planet size issues

Post by Cheri50000 »

Hi, guys!

I think the planets should be changed to a more realistic size planets than they are now and of course no FOV change. Thanks!

Cheers,
Vincent and Cheri