Star Ruler 2

Star Ruler 2

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Jorn Stones Apr 1, 2015 @ 12:42pm
Removing empty systems/wiping systems off the map(after sun explosion)
So I have used a stellar generator, tractored all the protoplanets away to other systems(yea, you can do that) And then blew up the sun. poof, system is empty, there is nothing at all there anymore.. but yet it is a 'system', and I can now not use another stellar generator on that area. Kind of an annoyance. Furthermore, despite there not being a sun anymore, there is no problem at all to put planets back into the now empty system, where the lack of any kind of light does not prohibit plant growth in any way..

Perhaps it could be made so that if a system's star is blown up, the following can happen:
-After planets are blown up, any asteroids created by them can be flung out of the system, perhaps ending in the gravity of another sun, or, randomly stopping in space somewhere.
-There is a small chance of the sun changing into something different; Instead of exploding in a supernova, they could perhaps collapse in a neutron star, or even a black hole.
- In the event of a neutran star/black hole not occuring, the system is 'destroyed' and 'wiped' off the map, leaving simply empty space behind.
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Showing 1-10 of 10 comments
athelasloraiel Apr 2, 2015 @ 1:42pm 
hahaha, didnt know you can do it. yeah, such events require some more thinking, I hope devs add some stories to that.

meddling with Gods powers shouldnt just go unnoticed...
Astasia Apr 2, 2015 @ 3:49pm 
I don't think gravity wells should be destroyable, as that can do some weird things with system links and trade routes. Also leaving anything outside of a gravity well would be bad. It's nearly impossible to find stuff out there, supposedly pirate ships create stations out in deep space but in all my time playing I have never found one.
Jorn Stones Apr 2, 2015 @ 6:58pm 
things found outside gravity wells like asteroid/planets should be visible by default I suppose, but not stuff like stashes and other orbitals. And it can ruin some trade links in a few rare occurances. But since destroying the gravity well would specifically require the sun to be blown up, I guess it would be entirely in the players hands what gravity wells are destroyed. And pirates do make 'pirate stashes' outside of systems. They can be difficult to find, but not impossible. Recently I had one spawn right next to a system of mine, so close it was in actual vision range.
kasnavada Apr 3, 2015 @ 2:26am 
Some of the gravity wells are just a cloud of gaz.

If you destroy the sun, it'd make sense that it "spread" around, maybe you could be "just" transforming the system into a gaz cloud when destroying it ?

I mean it would make sense that the matter comprising the star did just not disappear. And then, maybe we can add options to harvest / conquer this system, like research / money / whatever specific outposts "claiming" the system, and so on.
Last edited by kasnavada; Apr 3, 2015 @ 2:27am
Jorn Stones Apr 3, 2015 @ 10:30am 
There are those systems that are just a thick nebula, but thats also a nice idea, the system turning into a nebula of some sorts after a sun is destroyed and the material spreads around
Astasia Apr 3, 2015 @ 1:42pm 
Originally posted by kasnavada:
And then, maybe we can add options to harvest / conquer this system, like research / money / whatever specific outposts "claiming" the system, and so on.

Currently nebula systems are essentially just normal systems with a sensor range handicap, they contain planets, asteroids, remnants, etc. which are all just really hard to find. Are you suggesting some sort of change to these system types that require special tech to deal with? I have been hoping the game would add sensor modules for ships, so we could make scouts with larger sensor ranges that could have an easier time scouting nebulas and deep space, but a specific nebula tech would also work.
kasnavada Apr 3, 2015 @ 1:54pm 
Essentially, yes.

Also, adding stuff like the research station which can only be built on black holes, only specific to nebulas. The other possibilities in the OP look very good to me too.

Point is I'm not so sure that gameplay-wise removing the system and the links (while it can certainly be done) will improve the game at all. So let's add (minor) options rather than removing / reworking the game.
Last edited by kasnavada; Apr 3, 2015 @ 1:56pm
Jorn Stones Apr 4, 2015 @ 8:47am 
My primary reason for wanting systems to be removable is because we already have the ability to add them back again, using stellar generators. (any cylium source essentially gives you an unlimited amount of stellar generators, over time) But in regards to trade links being broken, as well as other issues that might arise due to teritories being split, this could cause some significant problems. So instead of them being removed, how is this is a workaround with the thing I had in mind; the ability to use a stellar generator on systems that don't have (any longer) a sun/black hole/nebula in them?
kasnavada Apr 4, 2015 @ 12:56pm 
That sounds good to me.

Personally I'd rather stick to the "cloud" / "black hole" / "neutron star" and add an additional item for the purpose of putting back a sun, rather than using an already existing item for another purpose.

Also, if you use the "new" item where there already is a sun, make a dual sun system. And set-up some kind of whatever to be of use when on a dual sun system.
Jorn Stones Apr 9, 2015 @ 8:05am 
I think it will be fine to keep the stellar generator for the purpose of adding suns to existing systems, in essense it already is a sun generator after all. When I have some time I'll rewrite this suggestion taking into account all the good additional suggestions you provided.
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