quote:
Another way of doing it (if I have understood your method correctly) might be to create a huge grid of systems, and make the vast majority of them tracts of completely empty interstellar space. (maybe the odd asteroid field or storm). Then you connect each square (or every other square...) at the top of each system with the bottom of the system above it, left to right and so on. The top left corner of each system would link to the bottom right corner of the system in that direction... you get the idea.
Unfortunately, that method leaves you with a tiny, tiny galaxy.
In fact, you can only get a galaxy 16 systems horizontal by 16 systems vertical.
(You can't get any more due to the 256 system limit)
It may be suitable for one-on-one play...
Also, what you are essentially doing is putting warpoints between each of the squares in my method's hyperspace.
That empty-space method (16 x 16 map) would require ((16 * 16 * 16) - 4*16*5 + 4 = 3,780) exactly 3,780 warppoints, using the connection pattern I've already started.
The equation there is ((mapsize * 16 WP per system) - 4 sides * 16SystemsPerSide * 5 WP per side + 4 corners which were subtracted twice)
quote:
maybe it could be dumbed down, instead of a connector on every edge, maybe you could setup the hyperspace systems on a checkerboard pattern and stick connectors on all 4 corners. that should help with the 10 warp point per system limit as well.
The problem with reducing the number of warppoints in hyperspace is when two nearby systems lie on the boudary between two hyperspace systems. If there were only 4-way connections in hyperspace, an unlucky system one map square from its neighbour could require as many as 12 extra movement points to reach.
I've settled on the three per side as a compromise between 4 per system and a warpoint on every edge (50 per system).
This way I get:
80% of systems have True distance scale in hyperspace
15% of systems have a potential 1MP stretch
5% of systems have a potential 2MP stretch
Even if you are indeed going to or coming from of of the stretch systems, there is about a 50/50 chance that your direction of travel will involve the stretch.
Besides that, hyperspace accounts for less than 20% of the work.
It is the normal space connections that eat up most of the warppoints.
24 per system, times 55 systems.
I currently plan to place them just like in hyperspace, but without the corner points. This leaves 12 in and 12 out of hyperspace.
Suggestions for lowering this count before I get started on them would be very useful.
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As a note, I've finished:
16/16 hyperspace systems
180/180 hyperspace intraconnections.
0/1320 hyper-to-normalspace interconnections(24 per system * 55 systems)
As such, I estimate that I am
13% done.
PS. If the map editor had a copy-paste function, I'd be 23% done right now.
[This message has been edited by suicide_junkie (edited 03 September 2001).]