You are here: Wiki » User Namespace » Brend » Design » Transport Model

Transport Model

This page is where an alternative transport model for FWURG is designed. It also features additional notes on further deep space geography.

  • Sector scouting, unknown sectors, dangers and costs of scouting...
  • Piracy Patrol in general
  • Piracy and Piracy reduction 'bleed through' to other sectors
    • The default is high piracy (for some value of high)
    • Piracy reduction measures next to high piracy should work less well than when deployed in an area of lowered piracy
    • This can be done without feedback loop by having a two-layer system of equations, where the base layer provides the base piracy levels, and the second level takes into account the surrounding sectors' piracy modifiers
  • Sector modifiers? (More hyperspace through black holes, nebula's etc.)
  • Hyperspace routes distinct from Hyperspace Lanes: Hyperspace routes are an in-universe concept of easily travelled corrdiors of hyperspace which are discovered instead of created. With a more granular grid this could be used to create more diversity in space.

Sectors

Current sectors are very large, giving the universe of FWURG a cramped feeling. It might be worthwhile to investigate smaller hexes; though this would make balancing starting areas tricky. it does open up the possibility of more fine-grained territories, colony placement and opens the way for sector qualities such as nebulas and other natural phenomena.

This change has significant impact on the rules, but might prove beneficial in the long run due to the more finegrained options for modelling sector qualities, territory borders and transport.

Fleet Trade

Fleet trade is currently calculated per sector visisted. Hyperspace lanes change a sector's properties. An alternative model takes into account the crossed boundaries. This means using the edge between two sectors as a relevant factor.

Trade route cost would be equal to: start sector cost + end sector cost + crossed edge costs. By picking 0.5 per sector and 1.0 per edge the final cost will be equal to the current model. For example, going from sector A to B would have a cost of 2.0 (= 0.5 in A + 0.5 in B + 1.0 for edge traversal), while going from A to C via B would have a cost of 3.0 (= 0.5 in A + 0.5 in C + 2.0 for edge traversal). Differently from the current model, transport from A to A would have a cast of 0.5.

This model features directional hyperspace lanes, i.e. they are built on an edge, making them more prominentlt a route instead of an area of improvement. An additional technology and project could be used to improve in sector costs.

Fleets

The mechanic of fleets could be removed. High-level abstraction might mean that fleets can be assigned to routes in a segmented fashion (since the fleet 'mass' is uniform). This allows the re-use of the fleet slot for 'specialised' fleets... needs thinking

Holonet Trade

Needs thinking

 
user/brend/design/transport_model.txt · Last modified: 2017/03/29 13:55 by Mercury
|
Recent changes RSS feed Powered by PHP Valid XHTML 1.0 Valid CSS Driven by DokuWiki