Sorry if this has already been posted somewhere else, but I haven't seen it. Will it be possible to move planets and other objects between systems in the galactic war mode? Not just about the systems as has already been confirmed, but actually moving a possibly fully built up planet or moon into a new system, to bombard or attack planets in that system This would be an awesome feature, but may definitely be op if not handled properly
That depends on how big the "40 man games" are going to be and how easy movement between planets is going to be. In other words we have no idea
So far everything we know so far points to all games taking place within one 'system', even a 40 player game doesn't "need" more than one system, 10 planets with 4 players each or something similar works (probably) just fine. Mike
Exactly, imagine our solar system, you could easily fit 40 players in there. There's the obvious 8 planets, the 5 dwarf planets, the 19 satellite planemos and 180 moons. Then there's thousands of asteroids: That should be enough to last you a while.
The name of the game is scalability, so that seems unlikely. It is more likely there will be something like SoaSE, where there are individual star systems with local worlds, and separate systems with more worlds. Everything for one game would then be one spot on the galactic metagame map. It is likely that many tools will cover the different tiers of distance between worlds. Asteroids offer a chance to move entire armies between systems, which is a necessary component of invasion. It's a pretty sure bet that's going to be included. More local places will naturally have more tools for invasion. Moving planets and moons is somewhat different. It can create real problems where players hoard up all the resources and fly their worlds into a turtle death ball. Chances are it won't be included.
My understanding matches up with nightnord, OrangeKnight and thepear; though Uber obviously have the final say. Given what you could do with one system (as thepear pointed out), having multiple systems seems like it would provide an excessive amount of information to take in once you start adding units, bases, and enemies. Better to leave it to a meta game where you can absorb it in manageable chunks.
bobucles, there is the possibility of single games containing multiple systems, but as you mentioned there are considerations that need to be made for moving between systems(not a concern for SoaSE as the units are spaceships and can move themselves) and it's worth considering that the scalability can apply to a single system as well, maybe in a few years with can have a system consisting of 100 planets, not just the idea of multiple systems. Lastly as said, this is all based on what we've been told so far by Uber, the idea that GW deals with individual systems points strongly to regular games only consisting of singular systems, at least as the main "release goal", we have no idea what will be coming down 1-2 years after release yet, it's fairly dependent on what does end up being released too. Mike
Oh no, it is a concern for SoaSE units. One of the big problems with the game is that past a certain scale things just get too slow. Even the Vasari Phase Gate, despite being the ultimate speed technology, could still leave units trapped between stars for half an hour or more. The fastest way to move units across a huge SoaSE map was to build factories and production on site. That isn't necessarily a bad thing for PA, as it makes a lot of sense given the nature of the conflict we know here. But it hurt Sins by drastically slowing the game down as the war grew. Star Ruler is a great example of a game where travel distances were linear, but travel time was not. Space ships had no top speed, and instead were limited by their ability to accelerate between stars. Logistics aside, a star system 10 times further away ended up only... what, 3 times more difficult to reach? It was something like that. Non-linear travel time goes a long way towards making a large map more accessible, and keeps the game pace up while allowing vast stellar distances to be meaningful. Besides, there's always instant teleportation to make the biggest game seem small again. Many small systems, or one monolithic system? That seems to cover every possible permutation of game map one could possibly desire.
That's not a problem with the Mechanics thought, fact remains that units didn't need anything to travel between systems, your concerns deal with how that mechanic was balanced. [/quote] Based on what we know at this point, singular systems with many many planets/moons/asteroids seems what will be happening. Mike
As far as we know you may easily make two suns within one "map" with separate planets around them... So you could make two or more "systems" within single map and travel between them using usual tools. It depends on maximal map size - if it's big enough it should be fairly possible to create few systems distant enough to make a difference. But still, what GW is was explained clear enough - it's a metagame.
We know that a game can be small or very large (40 player game == pretty large). The exact details aren't that important (one major system vs. many minor systems is a fairly trivial jump, TBH). What's consistent is that worlds and players are always going to be separated by some form of distance, and the average game size will necessarily increase with players. There will always be a need to span vastly different scales of distance, (local moons, local worlds, frontier worlds, further?), because due to the great variance in player count, there will also be a great variance in potential game sizes. Attending to the game's massive scale is a pretty big deal, especially if one can expect a 40-player megamatch to whittle down to an endgame of 2-players in a vast void.
The main thing with one system and players been spread over different planets, asteroids and dwarf planets etc is that a balanced start is one of the most important things in a competitive RTS even casual players would like a balanced start in games like this even if it just boils down to you both start near 4 and the time it will take you to expand to more. If one player starts in the asteroid belt and finds themselves slowed down by needing to jet around the asteroids to expand compared with someone who can just link up 10 MEXs and then carry on doing whatever you don't have an even start. In a nutshell it could work out one of either ways it all depends on how easy it is to get between planets and thus stars...