(11-17-2019, 10:27 PM)Celarious Wrote:(11-17-2019, 06:22 PM)OriginalGangstaStaines Wrote: System Permanence
I'm not sure if it still works this way but, with a smaller universe, there will be fewer star systems that could possibly be cached. For that reason, I'd recommend that when a system is generated, the information for that system is permanently logged by the servers, instead of the system regenerating worlds/qualities. This should create areas that are permanently desirable this has the benefit of creating legendary systems and regions and galactic terrain.
I also wanted to say I highly agree with this! Because systems can completely decay and regenerate with completely different worlds and resources, it makes systems not really that valuable or worth fighting over, whereas if a system was permanently set, it could create areas of space that have really desirable qualities and planets, especially in rare situations like binary/trinary ringworld systems!
Totally agree. And it us also my reason for normally being again universe resets. We need to be able to find the awesome solar system we saw or read about years later.
System seeds are based on the system's galactic coordinates I believe. So this shouldn't be an issue anymore.
There is however one majorly annoying exception to this rule. New player spawning will still override a system's seed. Granted the system will have had to decay before it can be picked by the new player spawning routine, but it can still happen.
One way to mitigate this would be to only allow new players to spawn in "frontier". Which in some cases might be better anyway as it gives a little breathing room between existing and starting empires.
Alternatively totally change the new player spawning routine to locate suitable systems instead of forcing a seed change. This however might not be realistically possible as it would require generating systems at random until one was good enough.