Space Debris

Is space really empty?

Hello. First let’s dispense with the usual. It’s wonderful, it’s great, it eats up hours and hours of my time, it’s addictive, I love it, my wife hates you and curses the ground you walk on (I’m sure it not personal). A true "just one more turn" game that has yet to be matched!

Why this message and why now? Well with many of these space based strategy games input from the fan base was generally disregarded. However here I have been pleasantly surprised by the developers to expand their initial product with updated fan based input. So here it is;

Is space really this empty…wait for it…no.

I have been a fan of space strategy games for many a year, a computer technician for most and an astronomer for a few more. I have noted one item that on the surface seems trivial, but from a strategic point of view is very relevant; that is space debris.

Nebulas, Super Novas, Dark matter clouds, and Black Holes. All of these items exist in the real universe, and at times their effects can stretch hundreds of light years. I see the games primary strategic value lies in positioning and how you deploy your bases over a relatively open area. What if there was an obstruction between you and your primary target, nothing menacing, but something that could through a twist into how you might formulate an attack or beef up your defenses.

Now in terms of game mechanics you can’t have all of theses items in a small map it would be an awfully crowded. But on the larger scales, why not? What would they do, how would they enhance the game? Or for that matter slow it down (always two sides right). To say nothing of the programming nightmare. But do I think it would be worth it? Absolutely!

So here it is my two cents worth:

1) Make these items random, but have the ability to turn them off or just their effects off (now they are just eye candy).
2) Black holes – Can cover anywhere from a single square to a 3x3 square (Deadly). Optionally you could have "gravitation" effects. Pull ships within a range toward the center each turn. 1 Square = 1 gravity range, 2x2 square = 2 gravity range, ect. The Look: it’s a black hole, its big and black and a hole, do the math.
3) Super Nova – Stars do die, and when they do, BOOM! Could be a random event, could be a remnant of what happened. Anyway, ships damaged if they remain in the "area"); same sizes as the black hole, 1-9 squares (1x1 to 3x3). The Look: looks like a glowing dust cloud.
4) Dark Matter Clouds and Nebulas – Generally larger "clouds" of either dust, gas, dark matter, exotic matter, universal garbage pile whatever. Ships could hide inside, fleets could hide inside, hell whole planets could be hidden…ooohhh now there’s a thought. The Look: looks like a (insert favorite color) cloud of stuff that obscures scanner unless your right beside them; "Sir you should look out our port side, I think I found that Battle cruiser you were looking for".

I’m sure there are more debris types, but the list is meant to be endless. Just my thoughts and a comments from an old gamer.

Thanks.
8,952 views 21 replies
Reply #1 Top
I believe some of these ideas were discussed before, and the genuine consensus was a combo of a) this is a game and b) We're talking in a matter of weeks. A long game is a decade. Stars that were perfectly fine don't die in a decade, neither do they form in one.

It would detract serious realism from the game, which I believe is the opposite of your aim.
Reply #2 Top
Also, in a relatively tight cluster of stars you would probably be hard pressed to find black holes except for extremely short-lived ones that forme more or less spontaneously, or nebula(whatever the plural may be), that tend to span an obscene amount of space and would cover the whole play field even on a gigantic map. An area of space surrounding a black hole or neutron star would likely be sterile and still glowing from the time that entity was "born" considering the strength of radiation bursts that can be measured thousands and millions of lightyears away..
Reply #3 Top
I agree, changes to the map midgame seem unrealistic, though other things that were mentioned... such as pre-existing debris, black holes, exploded starts... that sounds pretty good... though it would take quite a bit of work to put in... maybe a mod... or for GC 3
Reply #5 Top
Actually, we have observed supernova from Earth before in the past few millenia And that's just from Earth! Imagine if we were tactically omniscient and could see the galaxy, or even just had colonies outside of our solar system! While you are correct that stars don't explode very often (in the sense of being observable from Earth, of course), it doesn't take much of a stretch to imagine supernova in a galaxy.

I think this might hark back to the debate between realism and playability, though. The game isn't Galactic Exploration, it's Galactic Civilizations Implementing these features (while very impressive) would take some time, time that could be used for other things in patches, like updating the AI. These would probably best be handled by an expansion pack.

Despite that, I have a few more ideas for it (These might even be considered 'Macro-Anomalies' and have a special branch of research for it, perhaps even resulting in high-level, advanced construction projects)

Dark Matter Clouds - Sensor range and speed is set to a random value every week due to distortions in the spacetime continuum (though if sensor range is high, speed will be low, and vice versa). Ships outside of it cannot see inside, though they may see around it or beyond it. Anomalies occasionally spawn inside or very near it and drift outward, but are limited to the wormholes and other things of that nature.

Nebulae - Sensor range is set to one for ships inside, and ships outside of it cannot see inside. No worm-hole class anomalies drift out; instead, ship graveyards can be found in abundance, and occasionally ancient civilization ruins.

Asteroid Belts - Giant belts of asteroids circling some suns Spawns meteroite-class anomalies and damages ships that remain in it for more than 1 turn. After you have researched some high-level industrial technology, or perhaps a special branch of research detailing such things, you can build miners/harvesters and eventually harvester bases on them (this is probably getting too complex, but if we are going to do this idea anyway, then maybe you could eventually build multiple bases on them and 'control' the astroid belt for defensive and very advanced production/research bonuses).

Comets - Anomalies that circle the sun (or maybe not, given that planets don't rotate the stars in the game ). They can be harvested to give production bonuses/credits, or studied to give research points.
Reply #6 Top
I have to agree with those I do hope eventually they do implement some of thse ideas
Reply #7 Top
Here's an idea that would make a supernova realisticly possible, or as realistic as a game can be when it deals with aliens and hyperspace and all that

Random event for a supernova that has a storyline along these lines:

While excavating on (insert world name here) a survey team stumbled upon an unknown ancient device. After trying to interface with the computer, the machine activated and fired a beam into the heart of (insert systems stars name here) and caused a chain reaction inside it's core, In just over a week the star will go supernova, distroying the entire system. The machine is quite large and extremely technologicly advanced. We might be able to move it, but it is to large to take it and the planet's population, what should we do?

Good: Send ships to evacuate the people immediately, we must relocate them somewhere else before the disaster kills them all! (100% of population is dispersed across the empire in 1 billion people amounts, will not be placed on planet's that don't have enough food to support)

neutral: Take as much of the technological data as you can, and as many pieces as you can, but leave at least half the ships to save people, disperse them across are empire ( -10% research time on current tech being researched, 50% of planet's population is dispersed across the empire in 1 billion people amounts)

Evil: Save the machine! Tell people we're going to take them, but charge them huge amounts of money. What do you mean, are we really going to take them? don't be silly! (all weapon's techs upgraded by one, not defense)
Reply #8 Top
I like hopelesses idea actually. While most of these things wouldn't happen in a time frame, saying "precursor did it" is a magic get out of jail free card. And it's fun!
Reply #9 Top
are any of these ideas "moddable"?

could one take a planet tile and wrap a new texture around it and call it a "supernova'd" star?

can one create "events" to place in the game--or is this hard-coded?

-0.
Reply #10 Top
These sound like interesting ideas - I'd definitely like to see the galaxy have more topology than it does at the moment. Of course, it depends on how easy it would be to program the AI to use and be aware of these things sufficiently well that it wouldn't simply give the player yet another advantage. I have no knowledge of such matters at all but I suspect, given that there are still plenty of other seemingly simpler things, like planet management, that the AI is sub-optimal at that it would be quite hard. Even so, this sort of thing is definitely one of the things I'd be most interested in seeing in an expansion-pack, for example.
Reply #11 Top
It might make the AI better and the games more of a challenge, without affecting the AI coding.

Make some cloaking type nebulas permanent on the map, as a user option. or at a higher AI level.

Just make some of the fog of war permanent on the map, (color it differently as a nebula, but the effect would just exactely be like a permanent fog of war). When a scanner range goes through it , just have the human players scanner unveil stop. Let the AI have the advantage of being able to see through it, ie., don't change the AI, for story reasons they may have ancient knowledge etc.

Heck, I wouldn't mind if some of those nebula effects would only have an impact on the human player. For example, if there was a permanent nebula I couldn't see out of, I might have to be prepared for strategic AI attacks coming out of the area.

Make it a setup option that players could optionally use. The AI wouldn't be affected by the human using it , it would just serve to assist the AI.
Reply #12 Top
Interesting idea.... but I think the coding for the Ai would make it somewhat complicated.....
Reply #13 Top
I'd support expanded fun events that had an effect on the galaxy map like the "precursur device done blew up the planet" events, but as for eyecandy, space just doesn't really change that much in a decade.
Reply #14 Top
As I read through the comments I appreciate everyone’s opinions (critical as well as praise). I agree that the majority of these ideas would probably best be handled by an expansion pack. But at the same time you have hit the nail on the head; ideas. Without them all we have is speculation; guessing the minds of the developers and taking a best guess.

However I feel that I may have misrepresented one point and would at least like to clear that up; and thank everyone for there comments.

We’re not playing a game that covers millennia, but circumstances of alien races, faster than light travel, fiction as a whole does not prohibit some “unknown” factor from occurring. Using the Precursors as the “big bag bogy man” to explain just about anything does maintain a sense of magic that does not need an explanation. Bringing realism to a fictional game can bridge ideas and help formulate new ones.

So once again that you to all, and I guess this means I should read a little more.
Reply #15 Top
They are fun ideas, but I wouldn't choose to put them in if it were up to me. For one thing, I don't want my star systems blowing up randomly. If I worked hard to find and develop them, and maybe even bought some of their structures, blowing them up would just be time wasted...and time wasted is a *bad* thing. Also, I've never been a game that ran over 3-4 years...it wouldn't be very realistic to have a bunch of new black holes and supernovas show up in such a short time. Finally, losing star systems randomly has the potential to destroy a perfectly good gameplan in a great galaxy for no apparant reason. That's not good for a game where people compete on a world ranking ladder as they do in GC2.
Reply #16 Top
Hi!
Good: Send ships to evacuate the people immediately, we must relocate them somewhere else before the disaster kills them all! (100% of population is dispersed across the empire in 1 billion people amounts, will not be placed on planet's that don't have enough food to support)

You forget the penality for being good: all the reseach on current item is lost due angried scientists going on strike.

BR, Iztok
Reply #17 Top
i like those ideas... one thing i liked in MOO2 was the fact that blackholes got in the way of sending ships around sometimes, and as for the 'this game only takes place over a decade' argument, look at the tech tree, i doubt anyone will ever go from 'ion drive' to 'warp drive' in less than a year
Reply #18 Top
Unfortunately space is not what we see in the movies.

And yes, space IS empty!!!!
And don't think I'm making this up, I am a grad student in Astrophysics at the University of Wyoming.

Sure space is filled with an uncountable number of photons and neutrinos and every so often some elementary particles pop into existence (like quarks and leptons, among others), but despite what many people believe, especially after watching space movies and television shows, space is 99.99999% empty, that's why it's a vacuum. If there were lots of stuff in space it wouldn't be a vacuum.

Black Holes - Plausible for this game, but only one or maybe two, if you wanted to stretch it, for a gigantic game.
There would not be much point though. If a black hole says the same mass as the star that formed it, nothing would change. Example, if our sun were to suddenly turn into a black hole (mass remaining the same) the only differences would be no more light, and a smaller object to orbit around. black holes do not "suck" things in, it's just gravity and it is treated like a point mass, so anything could still orbit around it.

Supernova - (it's only one word, not two) Total nonsense for a game such as this. Only a small percentage of stars actually end in a supernova, the rest either shed their outer layers to form a planetary nebula or just slowly cool to "form" white dwarfs then brown dwarfs then black dwarfs. (as it cools)

Dark Matter Clouds - Ridiculous for a map icon, maybe for an event. Dark matter neither reflects or absorbs in the electromagnetic spectrum, so no one could see it or even know it was there, plus the densities of such clouds are thought to be 1 particle per square meter. Not very dense.

Nebula - Maybe, and I stress maybe. May times these clouds of dust, gas, or molecules, are so thin that if you were in one you may not even know it, either that or it may seem like a very light fog. Nebula are not soooo thick that you can't see what's right in front of you (despite the movies and TV) Think about our sun as a planetary nebula. That is, our sun's mass spread over 10-50 light-years. That would be sooooo thin, you probably wouldn't even notice. However, you may notice from 500 light-years away that there is a nebula there. BUT, there are nebula that are much thicker and that could possibly be used.

Someone said Asteroid Belts - Totally ridiculous!! Movies and TV really over do this one. If you were in our own asteroid belt, you probably won't even know it. In fact, they are spread soo thin that you wouldn't reach an asteroid in it without aiming very precisely. Our asteroid belt is only 4% of the mass of our moon!! Think about how thick it would be if we took the whole mass of our Earth and spread it over it's entire orbit.....very, very thin.

Most people don't realize how big space actually is, movies and TV are partially to blame for this with all there warping around. Some of this is ok, you could make some random events that deal with this kind of stuff and maybe include a black hole or two.

I hope this as helped people to see that may times what we think space is like is not really what it is. And that some of this stuff just doesn’t belong if we are trying to stick to a little bit of reality.
Reply #19 Top
Well I’m glad to see the University of Wyoming Astophysics department is so enthusiastic about this. But as the point was made so eloquently by another; “especially after watching space movies and television shows”, these items are not bases on reality so interjecting reality (99.99999% ) on a non-reality based simulation seems a bit of a round the bush argument.

Remember it’s about fun, it’s about functionality, and it’s about the dollar. If you would like to know more about the real universe may I suggest some reading? It is my understanding that the Japan Aerospace Exploration Agency (JAXA) has made a new, high resolution map of the universe.

http://www.physorg.com/news67505810.html

Always remember you don’t know who is on the other end of these conversations and that an assumption of ignorance is a bad first impression.
Reply #20 Top
I agree with everyone on the "realisticness" of the game. However, there is no proof of aliens in the real universe. So why does there need to be proof of 3 yr lifespan stars?

I think the issue here is not how real the game is, but how much work it would take. In my opinion, making the 0class planets usable would be the best "major" change.
Reply #21 Top
I think the issue here is not how real the game is, but how much work it would take. In my opinion, making the 0class planets usable would be the best "major" change.


that would be nice... at the very least an 'outpost' style ship setting up specific use bases, like starbases but cheaper, but also with less modules and can only go on class 0 or 1 planets