100 billion star systems

How would you explain such low variety? :eek: Is it because of "seed theory" a-la Star Trek et al?

I think the key word here is "type" of landscape.

If by "type" we mean desert, djungle, prairie, mountains, valleys, volcanic plains, glaciers and so on I would say 200 "types" would be pretty awesome! ;)
 
I'll take all comers at 1/1000 of your net worth and paid weakly to insure against random projectile death unless the devs tilted the universe in a way that is so glaring even I'll notice.

Yes space is so big and the chance of being hit by debri that go for miljard years from very acient war. Well the chance is so small.

But wenn that war was going on that one battle where starship rushed with high interception speed. After the first burst fire of missiles or othere ordinance you get hits but also debri of what you have hit is comming still at you much more concentrated. The chance s then not so small. A part of a ship 1000kg comming at you and slam with 1/4 C will destroy probaly your frigate with shield on max.

With this in mind you can do this as a space poluted way the shot gunntactic also with missiles. A missile with clay more like warhet blasting balls in cone shape irection fighters or drones cant avoid.

Starships have very large sensir arra reduncancy because with all this debri in battle you loose lot sensory capability.

A wide spread surface bombarding of small projectiles could destroy this massive mount of sensors in fast way. Like Harm misile takes out sam site radar controle unit.

So if the battle is going on for a while wenn scramble the next wave of drone fighters you might loose 5% due to debri.
 
I think the key word here is "type" of landscape.

If by "type" we mean desert, djungle, prairie, mountains, valleys, volcanic plains, glaciers and so on I would say 200 "types" would be pretty awesome! ;)

Yes, you are right, 200 types will be great and there will be thousands of variation of each type :D
 
I don't think it's a problem of creating sufficiently believable planet. After all, coast line is based on fractals, trees and vegetation is fairly known subject as well.
There is also the issue of having all that detail present and having it load in and out as you leave or enter orbit/atmosphere. LOD?
 
Yes, you read it right. 100,000,000,000 procedurally generated star systems, with multiple stars and planets, with the planets procedurally generated as well.

It would take one player 1000's of years to discover them all.

The inevitable question of "What's the point!?" often crops up. The answer is of course, "Why not?". Over the next few years I expect procedural generation to really take off, and those developers who haven't got to grips with it yet will be left behind.
 
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Yes, you read it right. 100,000,000,000 procedurally generated star systems, with multiple stars and planets, with the planets procedurally generated as well.

It would take one player 1000's of years to discover them all.

The inevitable question of "What's the point!?" often crops up. The answer is of course, "Why not?".

IMHO the only way thousands of systems will merit visiting is:-
a) If some have truly interesting vistas to see. ie: The procedural generation will need some slick code to place that pulsar in the middle of nebula in that 1 in 10,000 chance resulting in galactics fireworks. etc etc... Because I suspect the raw generation of a star, planets and their atmosphere will in itself not be interesting after a few dozen systems have been visited. There will need to be more depth, and/or that rare chance of a truly unique/beautiful/interest vista.
b) If some have interesting hand crafted phenomena to witness. ie: A wierd/wonderful "thing" at Gliese 832 which is well worth a visit to see for yourself.
 
That would be true if your only reason for visiting them is just to look at the planets. I'll be visiting to trade goods, look for missions, buy new equipment etc. When I'm done with that I might pop my head up and think "Nice looking planet!". :)
 
That would be true if your only reason for visiting them is just to look at the planets.
Which will be pretty much the only reason.

  • 100 billion stars:
    • Approx 70K systems in the core area that are inhabited by humans.
    • The rest will be uninhabited with the odd one of two having something interesting about it. (In terms of Humans / Thargoids)
 
Which will be pretty much the only reason.

  • 100 billion stars:
    • Approx 70K systems in the core area that are inhabited by humans.
    • The rest will be uninhabited with the odd one of two having something interesting about it. (In terms of Humans / Thargoids)

If the player can find a planet, that although uninhabited, is rich or above average in a certain mineral, gas or other unstipulated resource, and the player has the ability to mine or collect these resources, wouldn't that be another reason to explore beyond these 70K systems?

Jack :)
 
It would be, also finding resources rich planets will be a good incentive to promote human expansion / colonization, therefore enabling wider exploration.

Self feeding beast! ;)
 
It would be, also finding resources rich planets will be a good incentive to promote human expansion / colonization, therefore enabling wider exploration.

Also, how about finding ancient alien artifacts and relics, scattered around the galaxy. How awesome wouldn't it be to discover a crashed alien ship on the surface of a planet, far into unexplored territory ;)
 
Also, how about finding ancient alien artifacts and relics, scattered around the galaxy. How awesome wouldn't it be to discover a crashed alien ship on the surface of a planet, far into unexplored territory ;)

One of my "hand crafted" suggestions was in one remote nebula, a strange alien craft can be found floating in it. Any attempt to fly towards it results coming under fire, unless you come in from one angle where the craft is clearly damaged.

It would purely be a something to see/do trip with no monetary goal/gain... But I guess a "hand crafted" mission could be combined to fly close enough to scan it and return back.


This is the kind of unique hand crafted things to do and see I hope ED is full of!
 
The thing I like with SE is that you set your speed to the speed of light and then wander around the solar system, noticing that even at that (impossible) speed, it takes a while to get around just our little system.
 
Yes...one guy working on it...but not only that...he does this on his SPARE TIME! ;)

Now imagine what can be done in two years of FULL TIME development by a whole team of people over at FD!!! :cool::eek::D

For all the beauty of that engine, and (I'd say all the ones I've seen) other procedural planetary engines, they fare very poorly at local scale.

Let me explain. For those that live, or have been, near mountains - I mean real ones, like the alps, Rockies, Himalayas the feeling of grandeur and majesty when on the ground next to these is just not reproduced. While the engines do a good job of presenting a mountainous vista while sitting at 15K meters, the scale becomes wrong and distorted when zooming down to ground level where the said mountains appear to become nothing more than hills. Also, for those engine that also present vegetation, there is nothing more disappointing that to look (from high above) at a mountain range only to be able to see individual trees as if those where 100's of metres tall. :(

I'm hoping that E: D engine will be different, and keep the proper scale both zoomed in or out.
 
Yes, you read it right. 100,000,000,000 procedurally generated star systems, with multiple stars and planets, with the planets procedurally generated as well.

It would take one player 1000's of years to discover them all.

The inevitable question of "What's the point!?" often crops up. The answer is of course, "Why not?". Over the next few years I expect procedural generation to really take off, and those developers who haven't got to grips with it yet will be left behind.

I had read this information on Elite: Dangerous's site, but just now my coin dropped down (NOTE: "my coin just dropped down" is my attempt of translate to English the Brazilian slang "só agora minha ficha caiu". This slang is a allusion to the fact that sometimes, the coins in the old arcade machines takes some time to drop down; it is also used in when someone - me in this case - takes to long to understand or take notice on something).

IMHO the only way thousands of systems will merit visiting is:-
a) If some have truly interesting vistas to see. ie: The procedural generation will need some slick code to place that pulsar in the middle of nebula in that 1 in 10,000 chance resulting in galactics fireworks. etc etc... Because I suspect the raw generation of a star, planets and their atmosphere will in itself not be interesting after a few dozen systems have been visited. There will need to be more depth, and/or that rare chance of a truly unique/beautiful/interest vista.
b) If some have interesting hand crafted phenomena to witness. ie: A wierd/wonderful "thing" at Gliese 832 which is well worth a visit to see for yourself.

Well, if the vistas in Elite: Dangerous are so beautiful like those from Space Engine, I will not hesitate to visit every planet in the game - and believe me, the vistas in Space Engine are gorgeous: http://www.youtube.com/watch?v=MEjzrVxQSXA&list=PLmDtMr5lWsEvNV1J3D48xCjUvW4YbOLR4&index=1

That would be true if your only reason for visiting them is just to look at the planets. I'll be visiting to trade goods, look for missions, buy new equipment etc. When I'm done with that I might pop my head up and think "Nice looking planet!". :)

I would agree 100%, but the explorer on me is saying (or maybe I should say shouting): "(BLEEEEP) the shops! Let's explore the universe, find strange new lives and civilizations and boldly go where nobody has gone before!" ;)
 
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