Since system generation is currently being looked at, can we expect the return of nebulas and black holes? With nebulas I wonder if we could have "starless" systems that don't actually contain a star yet but is essentially just a conglomerate of rogue planets.
This would be very cool and likely a popular change. I for one do not mind if 1.14/2.0 is delayed to add such a cool feature, as I have plenty to keep me busy in
1.13 1.12 anyways.
Since system generation is currently being looked at, can we expect the return of nebulas and black holes? With nebulas I wonder if we could have "starless" systems that don't actually contain a star yet but is essentially just a conglomerate of rogue planets.
I left out black holes because the VB6 interpretation was too gamey. In C# mechanics terms, a black hole would just be a system primary with no more ability to suck in ships than any equivalent mass star. I might add them, but it would be for flavour rather than any new mechanics. If I make them really massive, it could be a system with no planets but potentially a lot of jump points (as higher mass primaries tend to generate more jump points) and it would be very hard to survey due to the high point cost for massive stars.
Nebulae have been low priority because I tend to play real stars (and there are no nearby nebulae) and the VB6 nebula mechanics are tricky for the AI to handle correctly. I may still add them, but probably with different mechanics. I doubt they would be starless as the formation of stars and planets is tied together. However, rogue planets is something I have been considering as a add-on to existing generation.
If the mechanics are different that would not be a problem, the value of nebulae and black holes is flavor more than mechanics I think with mechanical differences serving to make them interesting in a general sense. The specific VB6 mechanics are not IMO essential.
I like this idea of black holes being effectively large, planetless stars. It may not be as tactically interesting as the super-gravity effect but it would add an interesting flavor to the galactic map topography to have a system which is difficult to survey or traverse but has a very large concentration of jump points.
For nebulae it may be worth changing the mechanics to be a drag force that reduces speed by some fraction instead of a hard cap, and allowing missiles subject to the same force. This would still lead to a situation where beams are advantageous, since the slower missiles are vulnerable to beam PD (and AMM efficiency is unaffected), but the NPRs won't be crippled for example if they can't figure out that missiles shouldn't be in a nebula.