Geraldine wrote:
Hi Empyrean
Hi
Geraldine wrote:
However, as Pinback was pointing out, if you have a much larger universe or infinite even, like for example, the Elite series, jumpgates would not be practical due to the amount of possible destinations you have. For example in Frontier Elite 2, there was 100,000,000,000 (had to dig out my original boxed Amiga version for that number

) possible star systems you could visit. The difficulties involved in creating those star systems is challenging enough, to build a jumpgate system into that as well, in that each and every one of those star systems would have it's own jumpgate would be impractical.
Pity I never got to play Elite

True that in a universe as big as that, making jumpgates in every system would require a computer as big as Earth. But if (for example) 10.000.000 star systems would make up 1 sector, then there would be "only" 10.000 jumpgates to connect those sectors, which would make travelling much more easier between the 1st and the 100.000.000.000th star system.
Geraldine wrote:
As for how hyperdrives work, well that's dependent on what the game developer decides. Certainly it is possible to make them work as you said like a door. The ones in the Elite games worked that way. Travel was instantaneous, although the game clock could advance by days before you appeared at your destination, for you in your ship it was done in an instant
and
Geraldine wrote:
I would say it really depends on the kind of space sim you like, less vs more realistic universe models
True. But it also depends on what you mean by "realistic"

If you mean "only" the universe as realistic, then jumpgates could be obsolete. But IMO I like it when time is realistic too, and not just a "jump in the games clock" (that's why I never used SETA in X

), and (I admit) that would make travelling looooooooong distances a pain
