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jsalemi:
Yea, there's an idea for a future Spore feature -- the ability to turn the max distance circle into a transparent sphere, so you can really see what systems are encompassed by it. 

EsotericPolarBear:
Actually, now that I think about it, what's the purpose of the stardrive distance limitation?  It's not even remotely close to the distance that would result in 0 energy and there's no other supplies to consider so why does it exist at all?

They went about it completely wrong.  The max dist should be the out-of-fuel point or the point of no return, not some arbitrary number...and increased levels of stardrive should increase energy efficiency.

Li'l Brudder:
I think the stardrive's limitation near the core is wrong.  It should become more and more elliptic, pointing to the center, to be more realistic.

Then again, this means you'd have a hell of a time getting back home. But that's what happens when you fly into a supermassive black hole.

jsalemi:
Quote from: EsotericPolarBear on 2008 October 09, 19:08:55

...and increased levels of stardrive should increase energy efficiency.


Well, that is how it works in a sense.  Higher level drives let you travel further without any noticeable increase in energy used that I've observed. But I can see why they did the distance limitation as a gameplay thing -- otherwise, getting to the core would be a no-brainer.  Just get max energy stores, blow it all on the trip to the core in one or two shots, and then get a free trip back home when your ship goes boom. :)

EsotericPolarBear:
Quote from: jsalemi on 2008 October 09, 19:33:36

Well, that is how it works in a sense.  Higher level drives let you travel further without any noticeable increase in energy used that I've observed. But I can see why they did the distance limitation as a gameplay thing -- otherwise, getting to the core would be a no-brainer.  Just get max energy stores, blow it all on the trip to the core in one or two shots, and then get a free trip back home when your ship goes boom. :)



I hate arbitrary limitations in a game.  Especially when they exist to cover poor design.

Dammit, remember the good ol' days (tm) when we had games like Frogger where if you screwed up, you got squashed?  Or Design-a-saurus where if you didn't design yourself properly, you got eated? 

Why do so many "kiddie" games these days think that failure is taboo?


[edit] I'm sorry, I skipped a few points there...I'm referring to the non-existant death penalty in the space stage.

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