Wormholes

Asmodan
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Re: Wormholes

Postby Asmodan » Mon Oct 01, 2012 10:15 pm

So you want to have trade routes? May be an interesting feature. In some games you can block them and really hurt your opponent or make a fortune out of it. It would also give possible pirates better options for financing their business. ;)

May Player
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Re: Wormholes

Postby May Player » Mon Oct 01, 2012 10:24 pm

Asmodan wrote:So you want to have trade routes? May be an interesting feature. In some games you can block them and really hurt your opponent or make a fortune out of it. It would also give possible pirates better options for financing their business. ;)


To some extend, yes. I was thinking more of 'trade routes' going through the wormhole, as it would be 'quick'n'easy' way to extend local trade routes to other regions, in far away parts of the galaxy, where flying-to wouldn't be cost-smart ;) mind you, the devs say, the working model of the galaxy is up to 1500 star systems. That's a LOT of trading!

As to creating local trade routes, hmm, probably not. I would just let it flow... Although the cons and pros should be calculated...

Lupusam
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Re: Wormholes

Postby Lupusam » Wed Oct 17, 2012 3:45 pm

I'm imagining Trade Routes as a theoretical thread tying two planets and boosting both of their economy, automatically triggering between planets within a certain distance in the same empire which would increase as FTL tech improves, and wormholes would allow for these threads to extend through it between planets on either side as long as it's not being blockaded by another empire...

This immediately lead to thoughts of blockading planets to significantly hurt their economy by cutting off all threads, which would also hurt the economy of the planets around them (if the Trade Route bonus is based on the economy of the planets involved then cutting trade routes of a rich planet could have a significant effect on poorer neighbours, or a noticeable ripple could spread from one key point being blocked)

Also a possible idea is the ability to set up trade agreements with other empires, allowing trade routes between your planets and theirs, a very useful idea if you have a wormhole leading from the middle of your empire to the middle of another...

Is there a thread on trade routes already?

Magnus Eriksson
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Re: Wormholes

Postby Magnus Eriksson » Sat Nov 10, 2012 3:26 pm

Calavero wrote:And we want to implement for example non stable wormholes.. or stable only in 1 point... and then with proper tech you can make it stable, or even close/open a wormhole..

I really like the idea of unreliable wormholes. Maybe the unstable ones could also be dangerous to use, so that a ship going through might be damaged or even completely lost sometimes.
But in the end the disadvantages shouldn't outweigh the advantages otherwise the wormhole would never be used more then once...

ace
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Re: Wormholes

Postby ace » Fri Oct 11, 2013 3:35 am

Actually a stability idea is great. decay->low tech->maintain-> mid tech->repair->high tech->don't need (per ship wormholes or subspace make "natural" wormholes eventually obsolete for ships).

kandiser
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Re: Wormholes

Postby kandiser » Thu Dec 24, 2015 11:30 pm

Would it not be better, if all wormholes looks the same (only one colour) and all black holes looks the same (one colour)? So you can better differentiate wormholes from blackholes and from stars.
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Andzo
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Re: Wormholes

Postby Andzo » Sat Dec 26, 2015 2:34 pm

Magnus Eriksson wrote:I really like the idea of unreliable wormholes. Maybe the unstable ones could also be dangerous to use, so that a ship going through might be damaged or even completely lost sometimes.
But in the end the disadvantages shouldn't outweigh the advantages otherwise the wormhole would never be used more then once...


I don't agree. There is nothing bad if some wormholes has many disadvantages. Not all of them have to be the precious ones. They may be an element of a risk. E.g. You may discover that one wormhole leads to undefended planet of your opponent and you can use it. However your fleet may be damaged, destroyed or lead to completely different location so you can lose your advantage.

Calavero
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Re: Wormholes

Postby Calavero » Sun Dec 27, 2015 3:24 pm

kandiser wrote:Would it not be better, if all wormholes looks the same (only one colour) and all black holes looks the same (one colour)? So you can better differentiate wormholes from blackholes and from stars.


We've upgraded prefabs.. so now different wormholes looks ... different :P Blackholes are completly different, so you won't have problems with recognize them. We will see after Alpha test, what will players tell us about those prefabs.
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kandiser
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Re: Wormholes

Postby kandiser » Mon Jan 04, 2016 1:46 pm

How one comes back, if one fly through a one way wormhole and fuel is empty?
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Calavero
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Re: Wormholes

Postby Calavero » Mon Jan 04, 2016 1:52 pm

kandiser wrote:How one comes back, if one fly through a one way wormhole and fuel is empty?


It can't come back.. it can move around exit of wormhole in some range - depending how far is entry wormhole from the closest refuel place (colony, deep space station). If you have any star system near exit wormhole, you can create colony and start growing your empire on other side of galaxy. In some time - when you create line from colonies, or increase range or invent tech to convert 1way wormholes to 2 ways.. you will be able to come back.
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