While there is probably a way to do the math, you could simply fluff it that the player needs more powerful engines to travel to such objects.
Hmm, yes I guess that's always an option. I have the orbit transfers working for the more circular orbits working nicely though (they're plotted by just adding the correct velocity then simulating the position based on interaction with gravity), so it seems like such a pity
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I've uploaded the game in it's current state. I'd be very grateful if you guys could take a look and help shape it. You'll need XNA hxxp: www. microsoft. com/en-us/download/details. aspx?id=20914 if you don't already have it installed.
hxxp: www. mediafire. com/?khbu9g646h5ebjd
Whats working:
System map: Can move fleet around (click on target planet), give auto survey order to fleet (auto survey should automatically refuel ship when required but I think it's not working right). Hold down right click to pan, mouse wheel to zoom.
Industry: Mining and production are working, can only do one thing for shipyards (build ship).
Ship / Module design: Mostly working. Need ideas on game play here though.
I'll use a railgun module as an example:
Projectile damage: Number of railgun core modules.
Projectile Speed: Number of accelerator modules.
I'm thinking terminals would provide a 100% increase on each of the surrounding tiles. Terminals need to be manned by crew, and crew need armour between them and the outside of the ship. This isn't implemented yet. I'm worried it won't lead to very fun game play. Any ideas on a fun system which requires thought in design while still allowing room for creativity would be much appreciated. So far this whole aspect has been very disappointing. Also I'm drowning in a huge mess of numbers, I think I really need to plan it out in excel first or something.
Events: Show contact found/loss and combat messages. I put ships on all the other planets to test the hit chance calculation, ships don't actually take damage yet though. The locations/velocities of ships are calculated down to the 100 nano-second interval. It's all pretty pointless now though since the ships just orbit in a circle. I'm thinking there needs to be a tactical view of battles or something.
Default ship/planet/system names are from text files in the Data folder (right now they're all set to a list of star names I found). If anyone likes to muck around with names I'd be grateful for any lists to use.