spara wrote:How about halving the internal jump distance? The trick would be to show the max jump limit to the player as 7 LY while internally using 3.5 LY.
This is an idea, but I fear that it would just create more isolated systems as although there a big groups of close together systems, some are still more than 3.5 LY away from the next nearest system. But I will have a look at this an post up an image of the galaxy chart it creates.
Norby wrote:Either we use 512x512 maps or doubled distance displays we get 4 times larger space so for the same density we need to place 1024 systems (0x3FF).
I thinked a bit on the seamless integration: how can these arrive into the main game?
Maybe we need a configuration screen before new games where player can choose from normal, denser, larger, denser+larger and from 8 or 16 galaxies.
Plus can be some more historical option to leave the first galaxy as is and change others, or leave the first 8 and make another 8 using mixed denser/larger settings.
Making the grid larger would probably require increasing the number of systems to 1024, I will have a go at this as well and post up another chart.
I also agree that the first 8 galaxies should not be touched and should remain as they are, for obvious reasons. I only posted examples from galaxy 1 and 7 as it is easier to see the differences as we know these galaxies well already.
Zireael wrote:My suggestion is to stuff all the constants required in the planetinfo.plist. One constant for the number of galaxies, one constant for the number of systems in a galaxy, one constant for galaxy map size.
That's three lines in planetinfo total and the only modifications required in the core are de-hardcoding 256, 255 & 0xFF in Universe.m and GuiDisplayGen.m functions.
I think making it customisable through the planetinfo.plist file (or a new .plist file) would be easier than having it as options at the beginning of the game. I've already shown how you have turn on and off having 16 galaxies and selecting the initial seed to use for the ninth galaxy. However, making the actual number of galaxies, systems and size a user-selected value might not work as they really do need to follow a pattern, such as 8 galaxies in a turn/sequence and sizes and system numbers divisible by 256. Having too many galaxies would be pointless, but if you could have the eight original galaxies, and then options for customising the next 8 galaxies, such as whether you even wanted them and how big they are, would be a better way of going about it. Of course a lot of what has been suggested may not be feasible, as to change one aspect changes everything at the moment. It would require some coding to make the game realise the difference between one set of galaxies (the originals)_ and a new set...
It should be noted that these suggestions would also change the fundamentals of Oolite. Implementing new features is always a good idea, so long as the core ideals are upheld. Too much change to the game would effectively replace Oolite with a different kind of game altogether. Not that I'm opposed to change, but obviously I wouldn't want to change the game too much or at the very least keep an option available to be able to play just the core features (8 galaxies, 256 systems, 256x256 grid, etc...). Everything I've suggested in this thread is hypothetical and more brainstorming than an outright demand for new features!