Multi solar systems in same battle? (Not binary systems)

Discussion in 'Planetary Annihilation General Discussion' started by cybrankrogoth, January 11, 2015.

?

40 player single battle in 2 or more solar systems. 10+ planets divided over 2 or more suns.

  1. I'm Interested

    76.3%
  2. I'm not interested

    23.7%
  1. cybrankrogoth

    cybrankrogoth Active Member

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    Hi guyz!
    Just curious,

    Setting aside the minor astronomical computer costs/performance demands for pulling this off, I'm curious how difficult it would be to implement 2+ solar systems into the same battle.
    Does anyone know?
    If it's possible and feasible:
    Is anyone interested?

    Before anyone chimes in with misunderstandings, I don't mean multiplayer galactic war.
    Galactic war is many battles over single solar systems. I also don't mean 2 or more suns in the same solar system.

    I mean specifically 2 or more solar systems in the same game/battle.
    For those of you who've seen these games I mean something like a merger with sins of a solar empire/ space empires.
    Last edited: January 11, 2015
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  2. emraldis

    emraldis Post Master General

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    why?
  3. Geers

    Geers Post Master General

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    Why not?
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  4. emraldis

    emraldis Post Master General

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    Because it adds nothing, really?
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  5. Going4Quests

    Going4Quests Active Member

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    I think it should be possible.

    • Generate a space map like in good old Spore.
    • Have 2 solar systems (or more), but ofcourse not the amount of Spore. :p
    • Have these warp gates like in Spore to travel between solar systems.
    • New orbital space ship (made in orbital factory) that can pick up units to take through the hole.
    • New orbital ship can go through hole and thus go to other solar system.
    • Fabbers can make a portal then in the other solar system.
    • Having two or more solar systems would allow to zoom out more to a view where you see both stars and can look into other solar systems by using strategic zoom as we know and focussing on the other sun, or you can ofcourse click on the solar system or a planet in the solar system from the drop down.
  6. philoscience

    philoscience Post Master General

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    I'll never understand why new players always want to play on these ridiculously huge maps. Performance issues aside, good gameplay is really only found around the 1-6 planetoids mark. One simply cannot bring enough attention to bear beyond that. Maybe someday when our computers can suppory many more players and units, but that day is so far off.

    Nevertheless, every stream sale the lobby fills with bad games chugging along with 10+ planets. I'm genuinely curious why this is such a common phenomenon with newbies.
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  7. philoscience

    philoscience Post Master General

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    Honestly I can't even imagine how you think something like this would even begin to fit in this game.
  8. Going4Quests

    Going4Quests Active Member

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    I am not a new player btw. I've been playing RTS all the way back since the first Command & Conquer, Supreme Commander etc. And I have followed up on PA since the Kickstarter page went online.

    I think it is supposed to have big battles like this imo. This was supposed to be the biggest scale RTS across the whole galaxy. Now in-game we fight only in one solar system, which is a bit awkard.

    Even as for 2015, seeing how Spore could handle it easely back then.

    EDIT: Also, our computers should be able to run it if Uber can optimise their games good. I have a GTX 970, 16GB RAM and a Intel Core I7-4770.
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  9. cybrankrogoth

    cybrankrogoth Active Member

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    Who says I'm a new player?
    Maybe I like the idea of rediculously huge maps.

    Also, i did mention sins of a solar empire+space empires.
    I wasn't speaking specifically for PA gameplay, although I'm genuinely curious.
    I was also speaking from a position of curiosity about modding later.

    Edit:
    I guess, the biggest problem will be setting up how 2 stars would be in proximity to each other?
    Since the solar system is fundamentally laid out in a 2d/flat landscape, you're only working with a question of distance and direction, rather than a 3rd dimension including height.

    But, since I'm also familiar with grand scale 4x games I was really thinking PA would be the perfect engine to build into 4x game mod overhauls. I have no idea if you could turn PA engine into a turn based game though... The message is yes in theory but it might be impractical.

    Edit: I also have an intel I7 4770, 16 gig 2133 ram and a gtx 770.
    But the game isn't graphically intensive, and the ram demands have been made amazingly efficient compared to how the game started out.
    So from a performance perspective, 2-3 small solar systems should be easily doable.
    But anything equal to 10 big planets for 2-3 solar systems is obviously impractical right now. But still possible.

    Edit 2: @emraldis I can obviously understand people questioning my motivation, and being hesitant to jump on the band wagon, but I'm surprised that you would be the first person to almost challenge the idea. If you're a co dev of the galactic mod,
    (Edit 3 by galactic i obviously mean orbital warfare)
    wouldn't you be excited that this is the perfect excuse for you to go building bigger and more baddass stuff that travels between solar systems... stuff that needs total control of 4-5 big planets in order to get income for?

    The only other problems I'd see is wondering how to let planets interact with each other, and the annihilaser. I'd say off the top of my head it should be restricted, but I'm not sure how..
    Well not planets with engines but the annihilaser should be limited to it's own solar system I think... Otherwise if devs/modders won't give a cost to the annihilaser, maybe we should be able to build some kind of once off/sustainable protection against annihilaser?
    But that's purely hypothetical.

    But I really would like the annihilaser to have an energy cost, so it can't fire willy nilly at every other planet within the same minute timeframe. and yes I do understand that it's a game ender.
    Last edited: January 12, 2015
  10. tatsujb

    tatsujb Post Master General

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  11. cybrankrogoth

    cybrankrogoth Active Member

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    whoops doublepost, thanks tatsujb.

    Edit: actually your post seems to be about something different to what I want. But I'll read properly and give another edit after.

    Edit 2: It looks like tatsujb's post is about having 2 suns in a single orbital.. something or other.
    I could be misinterpreting the thread, but I don't want minimum 2 suns in the same solar system. I want 2 or more separate solar systems, with a distance between the systems. So you have 1 star with 5 planets orbiting it, and you have another sun with maybe 3 large planets orbiting it. For the sake of the example, a 3rd sun somewhere else with 10 tiny moons orbiting it.

    So for the sake of simple argument, you'd need maybe to put engines on a planet and shift it's orbit to another system, or build a super gate, or slingshot stuff via 1 sun to another sun.
    Last edited: January 11, 2015
  12. philoscience

    philoscience Post Master General

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    Actually never said you were new players, was more generally speculating about why new players think this way. But you are kidding yourself if you think even beastly machines will run PA at the levels you are describing in the near future. Cola Colin's tests clearly show we're just not even close to the level of optimization that would support smooth gameplay under such conditions. Keep dreaming guys! Also even if it did work, I honestly doubt it would be fun.
  13. cybrankrogoth

    cybrankrogoth Active Member

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    Well, my computer can support 10 medium sized planets without falling into a coma.
    So the only question there is whether or not creating categorical 2 separate solar systems in the same battle is a huge tax on the computer, because as long as you have only 1-2 planets per solar system, you're still within my benchmark.

    Of course, having only 1-2 planets per system might seem dull on paper. It might be dull in practice, this is more a theoretical question as an experiment, and consideration for future. Also we don't really need to worry about the whole many planets thing, because adjusting unit/building scale will also make the game feel bigger, without increasing the demands on pc.

    So it's less about that, and more about practical functionality, having 2 separate stars, and having separate orbital rings around separate stars, creating separate solar systems, and then having them run simultaneously in 1 game with n/x people.

    Also, about modding for the future. But I'm repeating myself with the entirety of this post.

    Edit 2: I checked out "binary systems" which seems to be codeword for 1 solar system with 2x suns. Also spore came up in the wiki article. I don't know what Spore does in the way of many solar systems in the same game, but "binary systems" is definitely not what I was originally thinking up.
    Last edited: January 11, 2015
  14. emraldis

    emraldis Post Master General

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    I'm sure it could technically be possible, but instead of making 2 systems with 2 planets each, why not just make one system with 4 planets? it amounts to the same thing in the end...
  15. killerkiwijuice

    killerkiwijuice Post Master General

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    The servers would die
  16. icycalm

    icycalm Post Master General

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    I concur. Just like multiple planets add nothing. Come to think of it nothing adds nothing and we are better off going back to Dune 2, or not even playing games altogether.
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  17. emraldis

    emraldis Post Master General

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    I think you misunderstand. Multiple planets is all well and good, this would just add more planets. That's it. Why not just add more to your system in the first place? I think a binary system would be cool, but he's talking about just a different star system you can jump to or something which would change nothing. orbital transfer would (I assume) act the same. The only change I could see would be intel not carrying between the two systems for celestial view (you can't see units in orbit in the other system unless you have a DS&O radar in that system), which doesn't change all too much TBH.
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  18. icycalm

    icycalm Post Master General

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    Adding a second solar system to the game as-is, would of course be pointless. It would only make sense after the introduction of space fleets and space battles. So it's a very long term goal, if not for Uber, then for whatever company will one day pick up the ball from them and run with it.
  19. cybrankrogoth

    cybrankrogoth Active Member

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    Okay, so there are a couple of strong opinions against it?
    But my original question was how practical/possible it would be to make it a reality.

    Also, I understand your point about 4 planets being 4 planets, nomatter how many solar systems. So obviously I'm not thinking such small scale as 2x 1 planet solar systems.

    On the other hand, I don't think it adds nothing. There would or 'should' be obvious restrictions applied to travelling between solar systems. Therefore, only big space ships, or big teleporters/stargates and planets with engines.

    The restrictions and high cost of travel will limit what people can do inter solar system. So I disagree it adds nothing, however I agree that proper and complete implementation would be a later goal. At the very least after the game is completed to the point Uber are happy with it, and also the gaming community is happy with it.

    But there's no reason why small changes/plans can't be made now towards that goal, or changes/plans to make such a thing possible if it is impossible now. Also the orbital overhaul mod crew can use it as an excuse to start theorycrafting expensive ships/big transport ships/devices/energy costs to allow long distance travel.

    These are just thoughts off the top of my head, and in no way represent any complete or thoroughly hammered out ideas.

    Edit: this would give more use to engines on planets, so that you can smash planets OR escape to another solar system OR invade another solar system.

    Edit 2: On a side note, I'd also like to be able to change the orbit of planets/moons. Once you stop engines if you cancel a planetary smash, they return to their original orbit. I'd like if possible to be able to make it so they automatically pick their own orbit, or you can set it manually.
    Last edited: January 12, 2015
  20. davostheblack

    davostheblack Well-Known Member

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    Multiple "systems" could be great fun if they were isolated except via permanent "stargates" type linkages. So strategic depth would be controlling and defending stargates (make them orbital?)

    Restrictions could be:
    Teleporters between different systems don't work
    Space Travel between systems doesn't work
    Annihilasers can't cross the void
    Moons CAN be Halleyd but take significant amounts of time to travel between systems. Allows creative long term strategic play.

    I think it could add something BUT it would require really large games (20 players for example) to make worthwhile
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