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Original post by Edtharan
However, using Wormholes would only allow you to travel between known entry and exit points. This allow for the possibility of new wormholes to be discovered that take you to new places, without having to increase the physical size of the space.
Hey, that's pretty cool!
I've already gone the warp route in the form of an "overmap" of interstellar space with your ship flying between stars. I want to keep this gameplay because it can help create an immense sense of scale and I can throw in some nifty forms of gameplay (like a "radar run" where you avoid enemies as you warp through their territory).
I was in the process of adding wormholes to this level, but if I blended your idea there's nothing really stopping me from making them terminate in interesting locations (solar systems, maybe even planets-- heck even pocket universes).
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If exploring new locations (star systems, planets, etc) is either (or both) risky or expensive (in money and/or time) then this makes for a realistic reason that not all places are explored, and that places unexplored are the more dangerous/hard to do.
At the moment wormhole navigation is skill dependent with possible damage to your ship. This would make a good reason why there could be pockets of unexplored space even as civilization advances. And I can control the appearance of the wormholes based on time or even other factors, like how peaceful (boring) the player has made the universe.
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As an aside: There is an interesting idea that NASA uses that they call the "Interplanetary Superhighway" (http://en.wikipedia.org/wiki/Interplanetary_Transport_Network). Although are not Wormholes in the typical sense, what if you stretched science (like all good sci-fi :D ) so that only through these Interplanetary Superhighway links a ship can achieve superluminal speeds (these links would also exist outside out solar system between stars). In reality, they are just the most efficient path between gravitational bodies and nothing to do with real wormholes, but a very cool idea anyway.
Ah, that's interesting. Thanks for the reference.
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If you also allow known systems to take on a different characteristic (say low paying transport jobs), then it will give the player a sense of the receding frontier, and give them a subtle psychological push towards the unknown (you could even have the player meet grizzled old spaces lamenting the lost frontier and the encroaching strip malls).
[smile] That's cool. I'd thought about the idea that one of the downsides of the encroachment of civilization is the imposition of law. So maybe on the frontier you're used to tossing low-yeild nukes around, but when the rangers show up, followed by the marshalls and then the military, it might be time to move on.