The Galactic Milieu has continued to chug along all these years, and another problem has become apparent:
Running out of the numbers of techs and unit-types the system supports.
It had been intended that after warp 1 through warp 9, giving interstellar travel of 1 to 9 parsecs, there would be two more layers of beyond-warp technology, one giving jump distances of 10 to 90 parsecs then one giving jumps of 100 to 900 parsecs, or something like that.
However even just implementing warp 1 through warp 9, with their corresponding three types of starships each - a standard ship with unit carrying capacity equal to the warp number, a scout ship that carries only one unit, and a stealth ship termed a "warbird" otherwise pretty much like the standard ship but assumed able to defeat scanners and sensors up to its own number/level (1 through 9) - we came too close to running out of number of units types implementable.
It is starting to look like it might be necessary to kind of phase the most advanced civilisations out of active play, since once they "top out" the current ruleset how to handle them beyond that is not yet clear.
One idea has been to develop a ruleset that lumps everything before maybe factories and mass production into one "basic industry" tech to free up tech and unit slots.
I took a quick look at simply increasing the code constants that set those limits but that seems to "blow out" the networking protocols so it is not clear yet how had it would be to increase them as in how much reworking of the whole networking layer would be needed.
Any insights or suggestions would be appreciated...
-MarkM-
Running out of the numbers of techs and unit-types the system supports.
It had been intended that after warp 1 through warp 9, giving interstellar travel of 1 to 9 parsecs, there would be two more layers of beyond-warp technology, one giving jump distances of 10 to 90 parsecs then one giving jumps of 100 to 900 parsecs, or something like that.
However even just implementing warp 1 through warp 9, with their corresponding three types of starships each - a standard ship with unit carrying capacity equal to the warp number, a scout ship that carries only one unit, and a stealth ship termed a "warbird" otherwise pretty much like the standard ship but assumed able to defeat scanners and sensors up to its own number/level (1 through 9) - we came too close to running out of number of units types implementable.
It is starting to look like it might be necessary to kind of phase the most advanced civilisations out of active play, since once they "top out" the current ruleset how to handle them beyond that is not yet clear.
One idea has been to develop a ruleset that lumps everything before maybe factories and mass production into one "basic industry" tech to free up tech and unit slots.
I took a quick look at simply increasing the code constants that set those limits but that seems to "blow out" the networking protocols so it is not clear yet how had it would be to increase them as in how much reworking of the whole networking layer would be needed.
Any insights or suggestions would be appreciated...
-MarkM-
Statistics: Posted by markm — Sun Mar 24, 2024 11:05 am