Re: Oolite as exploration game
Posted: Mon Jul 04, 2022 7:16 pm
For information and discussion about Oolite.
https://bb.oolite.space/
I think because not many are using it for exploration ('just give me the lasers dammit!'), although as usual I could be wrong.Cholmondely wrote: ↑Sun Jul 03, 2022 12:10 amI see that Norby changed it back in 2017.
Why not just edit it out again?
It depends on what you mean by the problem I think.
I stated that "just another..." is part of the problem...meaning only part of the problem of limited exploration in Oolite.
Taking the concept of an oasis more literally in Oolite...what "desert" regions are there?The oasis is made significant by the much larger desert that surrounds it. If everything is different then nothing is special. So yes, more to do at almost any dockable station wouldn't go amiss but we need large swathes of 'average' for anything to be 'special. Average needn't mean dull however.
And as for the few, rare unreachable systems...IMHO the galaxy maps aren't really suited to exploration as (almost) every system is accessible by conventional means.
Places that are hard to get to AND special/exceptional sounds like a fair recipe for exploration.
I really like this one. The only issue is the lack of proximity of 6ly bottlenecks to unusually large stars. I wonder how many jumps are affected by this?Redspear wrote: ↑Fri Jul 08, 2022 8:21 amImagine, if (for simplicity's sake)...
Buy your fuel at the station: max top up = 5LY
Scoop your fuel from a typical star: max top up = 6LY
Scoop your fuel from an unusually large star: max top up = 7LY
Suddenly fuel scooping is back on the menu and you will have to plan in order to reach some systems (invest in scoops, find suitable entry system).
I mean routes from other locations then the usual routes.
Simplest of the lot is that most systems appear to be oxp free!Switeck wrote: ↑Fri Jul 08, 2022 11:06 am]Taking the concept of an oasis more literally in Oolite...what "desert" regions are there?
An example would be uninhabited systems with no stations...forcing you to fuel-scoop off the nearest stars (or gas giants, if you have the right OXPs/OXZs for that) to be able to reach the next system.
Interstellar space might qualify as a desert...but the player is almost never forced to go there even if only for the purpose of reaching somewhere else.
A lesser desert might be having to cross through many anarchy systems in a row (made even more fun if requiring 6-6.8 LY jumps to do so) on the route to deliver a contract for a person or items.
An even weaker desert concept than that in the vanilla form of the game...mid-tier economy types such as mostly agricultural or mostly industrial systems have little potential trading value. No goods seem to be more common there to make up for the lower profitability per item relative to rich industrial to/from poor agricultural systems.
OXZs attempt to address that...
Putting for example, commies in galaxy 2 only and dictators in galaxy 3 only is a simple example that I've used to give each galaxy a bit orf distinctive flavour without rocking the proverbial boat too much. Then SLAPUs and their ilk may not exactly be special but you had to work to see - them rather than simply make a couple of jumps from Lave.Switeck wrote: ↑Fri Jul 08, 2022 11:06 amWhile I've added a lot of station OXPs/OXZs to my game setup, I try to spread them thinly to avoid making extra stations too common. Many are far from the main station, some are found only in 1 or a handful of systems, others are of limited utility even if near the main station, many won't even be in the same Galaxy Chart you're currently in.
Agreed.Switeck wrote: ↑Fri Jul 08, 2022 11:06 amMost of those discoveries are unsuitable for a simple OXP or OXZ mission to get there, because they end up rather contrived -- such as Link7 or 1WayTicket2Oresrati equipment...and rather unrewarding, hearkening back to the problem of homogeneity -- there's nothing special about the unreachable systems in the vanilla game to make them worth visiting. Only "because it's there."
I'd try to keep it relatively simple and self-contained myself. If it's a good idea then others can build upon it later but it would be easy to adjust the scooping requirements.Cholmondely wrote: ↑Fri Jul 08, 2022 2:28 pmI really like this one. The only issue is the lack of proximity of 6ly bottlenecks to unusually large stars. I wonder how many jumps are affected by this?Redspear wrote: ↑Fri Jul 08, 2022 8:21 amImagine, if (for simplicity's sake)...
Buy your fuel at the station: max top up = 5LY
Scoop your fuel from a typical star: max top up = 6LY
Scoop your fuel from an unusually large star: max top up = 7LY
Suddenly fuel scooping is back on the menu and you will have to plan in order to reach some systems (invest in scoops, find suitable entry system).
OXP free or OXP station free? ...because there's a lot of behind-the-scenes OXPs that add and change ship behavior.
I was using "desert" in terms of survival/usefulness.The 'desert' (conceptually at least) is almost uniformly bare, so rather than desert 'regions' I'm suggesting that the desert be the norm. If that were the case then the typical system would be as I described above, with a main station, star, planet and a witch point.
Then discovering an extra station could be doubly exciting because
- whatever is is would be rare
- extra stations generally would be rare
I understand what you mean by oddities and rarity, but even a particular government type in many Galaxy Charts is only 1 out of 8 systems in general.Putting for example, commies in galaxy 2 only and dictators in galaxy 3 only is a simple example that I've used to give each galaxy a bit orf distinctive flavour without rocking the proverbial boat too much. Then SLAPUs and their ilk may not exactly be special but you had to work to see - them rather than simply make a couple of jumps from Lave.
Key word in that regard was appear, therefore behind the scenes oxps of the more subtle variety (e.g. traffic redistributer) or of mechanical preference (e.g any of the various market oxps) or of graphical preference (e.g. shipset of choice, planet textures of choice) could appear
Apologies for cutting you short but I don't think it was unreasonable of me to clarify the use of my own analogy before you deviated to adopt it for your own purposes (which of course you're entirely entitled to do).Switeck wrote: ↑Fri Jul 08, 2022 10:08 pmI was using "desert" in terms of survival/usefulness.The 'desert' (conceptually at least) is almost uniformly bare, so rather than desert 'regions' I'm suggesting that the desert be the norm. If that were the case then the typical system would be as I described above, with a main station, star, planet and a witch point.
Then discovering an extra station could be doubly exciting because
- whatever is is would be rare
- extra stations generally would be rare
As I've already stated...
Doing it as I described above isn't to make SLAPUs rarer (along with the other trapings of the oxp such as the distinctive traffic, police, asteroid mines, factories etc.), rather it's to make galaxies more distinctive and therefore visiting them more memorable.Switeck wrote: ↑Fri Jul 08, 2022 10:08 pmI understand what you mean by oddities and rarity, but even a particular government type in many Galaxy Charts is only 1 out of 8 systems in general.Putting for example, commies in galaxy 2 only and dictators in galaxy 3 only is a simple example that I've used to give each galaxy a bit orf distinctive flavour without rocking the proverbial boat too much. Then SLAPUs and their ilk may not exactly be special but you had to work to see - them rather than simply make a couple of jumps from Lave.
There is only a single communist system within 3 jumps of Lave, so that's uncommon just by itself.
Only the higher TL communist systems have a SLAPU station, and communist systems tend towards middle TL...so most of them are too low to have one.
Even if there is one, it's not close to the main station, planet, or witchpoint beacon.
To me, that's enough to make SLAPUs rare and often inconvenient to go to.
I can't recall any mission to ever go to one or leave from one...nor have I visited one even in testing probably in over a year.