Nice effort, OP!
The problem is not that we want to have more influence than the NPC over the Galaxy, we know that FD can tweak the ratio, they've already done it a few times since beta.What makes you think it is static?? It's a game world with billions (trillions?) of NPCs running their businesses. Why would the ruminations of a few players have a drastic influence on that? Or is it that you (like so many others) want a game that revolves around you? Also, you must not have looked at the forum much, as historically there has been a lot of threads about trade routes drying up and/or reappearing.
Patch 1.4 appear to come with the possibility for players to influence the expansion of minor factions into Powers. Hopefully that will help to give a feeling of influence.
S
I'm going to add one more thing that is missing in the BGS - wars drive population movement. A conflict breaks out and people want to get their families to safety. I would expect to see the boards full of people wanting transport [yes I know transport isn't in it yet] and the bigger the conflict more money people would be willing to spend to get out. These people moving to other stations, would cause food shortages, charity requests etc - some systems might not like migrants in their station, so cause blockades - and even requests to blow up x migrant ships for credits.
What makes you think it is static?? It's a game world with billions (trillions?) of NPCs running their businesses. Why would the ruminations of a few players have a drastic influence on that? Or is it that you (like so many others) want a game that revolves around you? Also, you must not have looked at the forum much, as historically there has been a lot of threads about trade routes drying up and/or reappearing.
Patch 1.4 appear to come with the possibility for players to influence the expansion of minor factions into Powers. Hopefully that will help to give a feeling of influence.
S
Excellent and enlightened post. Devs should read this and hang their heads. They have not provided what they set up to provide.
No, I think most people completely fail to understand how hard this is to program, how long it would take, and how hard it is to accurately simulate. Additionally if people are expecting this to happen in something approaching real-time and not a weekly tick over (ie you're blindly doing stuff without knowing the immediate results which in itself is incredibly complex) then you're dealing with a massive, no gigantic increased load on servers. You'd need more of them, and more powerful ones. Go take a look at how long it takes to sell data from a long trip exploring.
That's without mentioning the fact we're only up to month 8 since release and everyone has something 'they should have already included, patches, fixed, developed'.
Something Frontier could do is to have someone on the community side who does some explanation of ideas, from development through to completion, complete with some basic descriptions of the problems in getting it done. That way people would have a better understanding of the challenges Dev face.
No, I think most people completely fail to understand how hard this is to program, how long it would take, and how hard it is to accurately simulate.
Something Frontier could do is to have someone on the community side who does some explanation of ideas, from development through to completion, complete with some basic descriptions of the problems in getting it done. That way people would have a better understanding of the challenges Dev face.
No, I think most people completely fail to understand how hard this is to program, how long it would take, and how hard it is to accurately simulate.
What this game needs is a *procedurally generated method of expansion, colonization and development*. A faction rich in capital should look at controlling nearby systems (already in game) OR developing their current system if this is impractical or impossible (ex. Past range limit), based on exploration data sold to them. I want to see factions building new in-system stations to fill holes in their economy if local resources support it. They should begin terraforming where possible in controlled space and create agricultural stations.
Obviously, this cannot be done by any old faction. This can only happen through concentrated efforts of players, either over a long period of time or through intense activity to increase available capital for these very expensive investments.
Think about it. You jump into a system, see that they have a station under construction *without a community goal* You know that this means prices for metals and machinery will go through the roof due to high demand. For combat pilots this means they can get contracts to protect the vulnerable and uncompleted station from attack from hostile factions or from pirates (think of bridge thieves). Imagine fighting through the gut of an unfinished station. Consequently, the reverse should be possible. A faction should abandon unprofitable stations should they enter a state where they cannot maintain it. Another faction can move in and take the station, should they be able to afford it, or perhaps let it sit mothballed until someone can claim ownership of it.
The same goes for terraforming a planet. A faction gains enough capital to develop a planet, and therefore begins the process. You enter a system with terraforming in progress, and sell the needed products to aid this process.
This brings me to my second main point. Why do we have limits on commodity prices? This leads to simple A to B trading, or possible *gasp* A to B to C to A trading!
I propose we let prices rise/fall freely without a cap. If a station is experiencing a chronic food/medicine shortage, I damn well should see prices/profit rising to above 1k a ton, depending how severe it is. A faction building a new station should be paying a King’s ransom for needed goods *if this is not adequately supplied*. This should limit straight A to B trading and encourage traders to explore different stations and routes to earn the most profit. Sure, CR/Ton/H won’t be constant, but it will vary, and the old average should remain the same. Untrafficked areas should damn well be paying a premium for much needed supplies, and even more if they are experiencing a state, either existing or proposed in this post. *There should not be a situation where there are only 6 different goods traded by any trader worth their salt*
Additionally, why do we not have proper supply chains? A lack in say, explosives needed for the production of the extraction of metals should bottleneck it badly. A station should pay a premium for explosives until this is resolved, so long as there are buyers for metals. If not, production should drop, and therefore the need for explosives. Consequently, oft fulfilled supply chains could drive a station to invest in increased production and vice versa (imperial slaves for Empire, slaves where it’s allowed, robotics for feds, mineral extractors to increase metals, agricultural cultivators for food, etc).
My next point is population. Population change is not currently modelled at all. We do have a population number on systems, but this does not change at all. Population serves very little purpose save to determine supply/demand on goods.
Population should change freely as well. War refugees should flee to neighboring systems. Outbreak and famine should cause population decrease and emigration (it’s stated that this is modelled, but I personally have not observed it; correct me if I’m wrong). Bust should cause working age population to leave emigrate. Consequently, boom should cause an influx of population rushing to fulfil jobs. Cheap food should encourage population growth. A newly terraformed planet should increase a total population capacity and attract migrants.
TLR
BGS and Economy are static, build them properly and the galaxy will feel dynamic.
Nice ideas OP, but I am affraid that it is simply IMPOSSIBLE from technical point of view.
We are using words like "Background simulation". But there is NO background simulation at all. There are no servers constantly chewing data and running economy/supply/demand calculations based on input from players. There are no background running processes for building something etc.
If you will examine the whole mechanism of the so-called BGS for some time, you will see how all thing works now. If absolutely no player is in the star system ExampleSystem, instance is deleted and does not exist at all. Maybe for hours, maybe for weeks real time, the whole ExampleSystem is not in memory of any computer on Earth.
As soon as first player log into (or fly into) star system, the instance is created and filled with objects (planets, stations etc.) from procedurally generated database. So called "Comodity market" in filled with default values of amounts, prices etc. NPC ships are generated in system. As long as you are the only player in this system, you cannot see any other player in Open. When you buy for example full T9 of some commodity, the amount available on market is substracted and cargo is added to your T9. If you left the system and fly to sell the cargo somewhere, the instance wait for timeout (I tried to measure it and it seems that it is something like 10 minutes) and if there is nobody in the system, the system is deleted and again non existent. If you or some other player come into the ExampleSystem before the timer run out, timer is resetted. If there is more CMDRs in the ExampleSystem instance, they can see each other in Open. If there is more than 32 CMDRs, a new instance is opened, filled with values COPIED from previous, already existing instance.
Of course, if you are in Solo/Group, you cannot see other players in the instance and in any mode you can see players from other instances. But you can see for example that some commodities has lower amount on market, maybe they vanish from market at all. Commodities are refilled either if some player bring cargo to sell or automatically in 10 minutes interval. I did not measured it, but I suppose that those automatic intervals are the same intervals when for example the Bulletin boars missions are refreshed.
But after all players from ExampleSystem will go to sleep and you as a last one switche the game off, the ExampleSystem instance is deleted when the timer expires and tomorrow, when you log in, the system will be fresh, resupplied etc.
Under those conditions of fundamental design (no simulation, but only underlying database) you cannot have dynamic systems, slowly building stations, dynamic trading prices, emigrations to neighbour systems etc. There are no mechanisms for such kind of interaction and system development. And I am almost sure that it is either impossible or too expensive develop some other mechanisms for sheer amout of systems which forms the ED galaxy. Dynamical system with real and continually running simulation is possible for couple hundreds of systems, maybe couple of thousands of systems. But not for tens of thousands or millions.
This is the kind of thing I was expecting of the BG sim when it was outlined way back in kickstarter.
I agree, let it breathe. The devs can always step in to 'restore order' if things go too wild...
Rep to you for pointing it out.
Nice ideas OP, but I am affraid that it is simply IMPOSSIBLE from technical point of view.
We are using words like "Background simulation". But there is NO background simulation at all. There are no servers constantly chewing data and running economy/supply/demand calculations based on input from players. There are no background running processes for building something etc.
If you will examine the whole mechanism of the so-called BGS for some time, you will see how all thing works now. If absolutely no player is in the star system ExampleSystem, instance is deleted and does not exist at all. Maybe for hours, maybe for weeks real time, the whole ExampleSystem is not in memory of any computer on Earth.
As soon as first player log into (or fly into) star system, the instance is created and filled with objects (planets, stations etc.) from procedurally generated database. So called "Comodity market" in filled with default values of amounts, prices etc. NPC ships are generated in system. As long as you are the only player in this system, you cannot see any other player in Open. When you buy for example full T9 of some commodity, the amount available on market is substracted and cargo is added to your T9. If you left the system and fly to sell the cargo somewhere, the instance wait for timeout (I tried to measure it and it seems that it is something like 10 minutes) and if there is nobody in the system, the system is deleted and again non existent. If you or some other player come into the ExampleSystem before the timer run out, timer is resetted. If there is more CMDRs in the ExampleSystem instance, they can see each other in Open. If there is more than 32 CMDRs, a new instance is opened, filled with values COPIED from previous, already existing instance.
Of course, if you are in Solo/Group, you cannot see other players in the instance and in any mode you can see players from other instances. But you can see for example that some commodities has lower amount on market, maybe they vanish from market at all. Commodities are refilled either if some player bring cargo to sell or automatically in 10 minutes interval. I did not measured it, but I suppose that those automatic intervals are the same intervals when for example the Bulletin boars missions are refreshed.
But after all players from ExampleSystem will go to sleep and you as a last one switche the game off, the ExampleSystem instance is deleted when the timer expires and tomorrow, when you log in, the system will be fresh, resupplied etc.
Under those conditions of fundamental design (no simulation, but only underlying database) you cannot have dynamic systems, slowly building stations, dynamic trading prices, emigrations to neighbour systems etc. There are no mechanisms for such kind of interaction and system development. And I am almost sure that it is either impossible or too expensive develop some other mechanisms for sheer amout of systems which forms the ED galaxy. Dynamical system with real and continually running simulation is possible for couple hundreds of systems, maybe couple of thousands of systems. But not for tens of thousands or millions.
I am affraid that Cray X-MP is a famous name, but really obsolete hardware. If you dig the historical Cray XMP parameters, I am affraid that today's top graphic cards like GTX Titan has far more computational capacity than bunch of Crays.Anybody have a few dozen Cray (or equivalent) super-computers handy?
This is why the background sim won out as first choice in a poll of things to get done- and it is one that Frontier probably knows it can't fix.
Insert One Trillion USD, please.Bitcoin not accepted.
Nice ideas OP, but I am affraid that it is simply IMPOSSIBLE from technical point of view.
We are using words like "Background simulation". But there is NO background simulation at all. There are no servers constantly chewing data and running economy/supply/demand calculations based on input from players. There are no background running processes for building something etc.
If you will examine the whole mechanism of the so-called BGS for some time, you will see how all thing works now. If absolutely no player is in the star system ExampleSystem, instance is deleted and does not exist at all. Maybe for hours, maybe for weeks real time, the whole ExampleSystem is not in memory of any computer on Earth.
As soon as first player log into (or fly into) star system, the instance is created and filled with objects (planets, stations etc.) from procedurally generated database. So called "Comodity market" in filled with default values of amounts, prices etc. NPC ships are generated in system. As long as you are the only player in this system, you cannot see any other player in Open. When you buy for example full T9 of some commodity, the amount available on market is substracted and cargo is added to your T9. If you left the system and fly to sell the cargo somewhere, the instance wait for timeout (I tried to measure it and it seems that it is something like 10 minutes) and if there is nobody in the system, the system is deleted and again non existent. If you or some other player come into the ExampleSystem before the timer run out, timer is resetted. If there is more CMDRs in the ExampleSystem instance, they can see each other in Open. If there is more than 32 CMDRs, a new instance is opened, filled with values COPIED from previous, already existing instance.
Of course, if you are in Solo/Group, you cannot see other players in the instance and in any mode you can see players from other instances. But you can see for example that some commodities has lower amount on market, maybe they vanish from market at all. Commodities are refilled either if some player bring cargo to sell or automatically in 10 minutes interval. I did not measured it, but I suppose that those automatic intervals are the same intervals when for example the Bulletin boars missions are refreshed.
But after all players from ExampleSystem will go to sleep and you as a last one switche the game off, the ExampleSystem instance is deleted when the timer expires and tomorrow, when you log in, the system will be fresh, resupplied etc.
Under those conditions of fundamental design (no simulation, but only underlying database) you cannot have dynamic systems, slowly building stations, dynamic trading prices, emigrations to neighbour systems etc. There are no mechanisms for such kind of interaction and system development. And I am almost sure that it is either impossible or too expensive develop some other mechanisms for sheer amout of systems which forms the ED galaxy. Dynamical system with real and continually running simulation is possible for couple hundreds of systems, maybe couple of thousands of systems. But not for tens of thousands or millions.
Under those conditions of fundamental design (no simulation, but only underlying database) you cannot have dynamic systems, slowly building stations, dynamic trading prices, emigrations to neighbour systems etc. There are no mechanisms for such kind of interaction and system development. And I am almost sure that it is either impossible or too expensive develop some other mechanisms for sheer amout of systems which forms the ED galaxy. Dynamical system with real and continually running simulation is possible for couple hundreds of systems, maybe couple of thousands of systems. But not for tens of thousands or millions.
BTW, I bet a dime against bean that even the background database is not fully existing since the beginning. I am my whole life (50 y.o.) in IT bussiness of various kind and I am former programmer, so I have a bit of knowledge how things works.
I bet that for systems that are yet "Unexplored", there is nothing in database. As soon as the first explorer "come" to the new system, game ask the database and if answer is "Unexplored - nil", new random procedurally generated system is created locally in the machine of this explorer after he makes a scan. So far, so good.
When the explorer is selling data back home, only at this moment, there is database write and under the system name, there is added a record with something like K type star, six planets, two gas giants, two ice planets etc. Plus the name of the explorer. Nothing more, nothing less. The system is still non existent, until some another CMDR will enter it. When he will enter, the system is locally generated in his computer, using data from shared background database.