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Immersion check: Planets, anomalies and such

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7 years ago
Apr 14, 2018, 5:05:31 PM

Bonjour toutes les mondes,


After the DLCs I wanted to bring this up to talk about game immersion and things that can be annoying and are unimmersive, like paradox anomalies (long seasons and prosperous seasons on the same planet as well as high gravety and low gravety on the same plante).

This isn't in the game design because most of the topics adressed here don't change gameplay.


So let's talk about anomalies first:

I think most of the more frustrating anomalies like coral reefs on lava planets and such have been fixed, still monsoon on a desert planet? arctic tempests on arid and lava planets? No way. Also by terraforming some new anomalies should appear, if you dry up a snow planet the heated snow could cause problems and lead to a monsoon and such.


paradox anomalies:

while I'm not against them entirely, they're not explained and make no sense on the planet scan. high gravety give the gravety on the planet scan +3 while low gravety gives it like -3 which makes this paradox useless, I think the code most've been something like this.     planetx.setGravety = Planetsize - 3*(checkAnomalies.highgravety - (checkAnomalies.lowgravety) .

But it's better to take them out because they break the planet scan and are hard to explain, like how can a planet have prosperous and long seasons.


Planets:

My favorite section because I'm all in space science. Let's start with gravety.

a huge planet which has 3 times the mass of a regular planet should have at least 2 times the gravety. There's no real difference in gravety between the planets in huge planets which is unimmersive and the high gravety anomaly increases the gravety far to low. G = 9.81 m/s² and a regular human wouldn't be bothered by anything lower than 2G, for the HG anomaly, also nearly none of the planets in the game goes over 19 m/s² which is 2G. in lore the sayian planet has 4G and in reality planets with up to 4G are highly likely to exist.


Core structure and atmosphere:

Seems kinda immersive, but depleted planets should increase in CO², CO and lessen in H²O, as well as the cores should be more depleted in Zn, Ar, Al, Fe, Ag and Au.


Terraforming:

Okay this is a huge part because we're talking about future science. So let's point out things that are unimmersive in this regards, regarding transforming planets to hot planets or colder planets, even with future technology available. A Protostar can only generate that much heat energy, meaning it is unlikely for a system with a Protostar to ever house a hot planet, yet I think it is possible to create one, that is unimmersive. Even if you take in account that they generate heat through the inner core of the planet. Forcing a climate change isn't going to do much on a Protostar because climate change works like a capacitator only saving heat energy. Protostart should be limited to boreal planets or fertile planets in regards of climate change.

Now the other side around making hot planets cold.

Yeah, we all seen that futurama episode where bender makes earth colder by pushing it farther away from the sun, but is it immersive? First you'd have to generate that much energy to surpass the gravety of the sun, and then you'd have to take the other planets into account, such an action could result in a planet crash, which is why I think it is not entirely immersive. So how to make a planet coulder depends on the planet as well, and there I got to say, ash and lava shouldn't both terraform into desert. With lava you'd simply slow down the core activety and you got a desert, immersive, by ash you'd also have to take the athmosphere in account which is more vital than the volcanos, by decreasing the planet rotation through graviton satelites the atmospheres velocity is decreased which according to pV= nrT, leads to lower p and a lower temperature, but the atmoshpere stays and is likely to bear metallic rain so a toxic planet is more likely for an ash planet. But you can't really decrease the radiation energy the sun or two suns project on the planets therefor transforming a hot planet into anything other than a hot planet is nearly unimmersive too, but I'm not sure on that one.

  

system improvements:

Quadrinx for applied happiness makes no sense, they're definitely smoking something, so you should need mushrooms to build this improvement, it is not really functional for cravers as well. 

Why is farsighted crops and the last green tech meteor satellites available for all planets? You can craft durable crops through gene manipulation that might survive desert and arcitc planets, but barren planets and lava or ash? 


Okay, again this immersion thread doesn't really aim to change gameplay but more to check if the laws of physique were broken or bent.


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7 years ago
Apr 17, 2018, 9:38:21 AM

A lot of what you said make sense to me. Incompatible anomalies on a planet tend to break my immersion too, but it's a long time since I saw one of them so it's not that frequent in my experience.


However, I like seeing strange anomalies on seemingly incompatible planets. Like your example: coral reefs on lava planets. I like to imagine strange alien coral inside the lava seas, adapted to this extreme environment. It adds to the "full of wonder to discover" type of SF this game is doing. (In a universe when a tree-civilization can connect systems with very long branch, the message is clear : this is not hard SF ^^) But in this case the anomaly's picture doesn't correspond that much to anything, which makes it useless.


I don't pay much attention into core structure and atmosphere. It's not a field I know that much. But since the information here doesn't help me either in gameplay or in immersion so I don't give them much attention.


And for terraforming ... Yeah I totally agree with you. It makes no sense what we can do here. Plus I never use it (maybe I should, but I don't really see the point).

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7 years ago
Apr 19, 2018, 11:55:35 AM

Hey guys,


after doing some research I found out how paradox anomalies can be explained.


High grav + low grav on one planet:

So gravitation derives from gravitation waves which are dependant to the core structures of a planet. But we know from the negativ anomaly cancel that grave waves get deported into a 4th dimension and we knw that gravitation waves are four dimensional and directly influence time. so a low gravity planet comes in touch with a negativ planet meaning there're actually two planets in the same place where should only be one this negativ planet is the result of a gamma wave which appeared on the planet before the planet was formed and therfor created another gravity field which collides with the one of the already formed planet. Due to this wave the normal gravity from the planet and the gravity from the gamma wave form a superpostition and it's counterpart, meaning that the waves interfere with one another and create dense gravitation waves and formes of light gravitation waves. This results in a planet that has both high and low gravity, that rapidly interferes with one another. The problem here is not the gravity itself, since it's not really gonna effect much and the inertance of the objects on the planet counter that effect, but due to the wave the time of the planet is out fo control, which means you have time freezes and super fast time on one planet.


So the actuall effect on the planet according to the anomalies should be: -3 food -3 industry -3 dust +10 science per person, since the time lets people age super fast and the time lags, also production won't be able to be timed right. But a paradox anomaly is a feast for every scientist which is why it should come with a high boon.


long seasons prosperous seasons: Can exist both when one season is prosperous, so effects should be turn based, but doesn't make sense gameplay wise.

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7 years ago
Apr 19, 2018, 11:02:14 PM

I like the gravity waves on planets, you should propose an idea about it!

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7 years ago
Apr 21, 2018, 5:01:06 PM

Okay my final post to immersion, since I found nothing else,


Depleted planets just look like normal planets.

you'd expect from a planet depleted by the cravers to have a huge amount of smog surrounding them, as you'd expect from a planet with a strategic ressource to have some kind of mining facility which is visible from space, after all they exploit millions of tons of titanium or quadrinx. This is what breaks the immersion a little, together with no approval disrating from polluting a planet.

 What I think would be really immersion is when the approval would really be dependant on the planet and the planet scan, As mentioned before high gravity on a low gravity planet gives a gravity of 10.21 which is kinda like earths 9.81, so the approval disrate makes no sense.

If you'd make the approval and FIDS dependant on the planet scan, it would be much more immersive. Like anything above gravity = 20 m/s² giving approval disrate of -2, in terms of temperature 290 °K is standard and derivate from that the approval disrates and When the atmosphere is polluted and oxygen is nearly depleted, it should (maybe?) give a Industry disrate. But in regards of immersion the planet scan has to be adjusted to the anomalies I think.

Also a more visual display of depleted planets would be cool. 


So from immersion I say, just the planet scan needs to be a bit adjusted and the terraforming. Terraforming on depleted planets would also be cool if it had some kind of effect or would be immersive looking.



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