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Yet Another 3D Thread (or: what am I missing?)

Marchand

SOC-12
I am pottering away on a 3D setting, very much MTU but with what seems to me to be the essential Trav flavour (no FTL comms; neighbouring inhabited systems are about 1 week apart with the basic jump drive).

From various threads here, the key problem with 3D settings seems to be that the number of accessible systems with jump of a given distance goes up much more quickly (exponentially). So a Charted Space sized setting would be compressed into a relatively small sphere and the frontier could be reached from the centre very quickly. e.g. a 10,000 system setting would be contained in a sphere of radius only around 30ly (assuming roughly 12.5ly^3 per system) - if my maths is right (a big if, I fear).

I wonder if this discussion suppresses a key assumption: that every system has to have something interesting in it? If not, your 10,000 interesting systems could be scattered across any volume you like.

Put it another way: let's say I want 40 interesting systems in my 100ly^3 cube sector (40 being about average for an 80 hex 2D subsector with a system on 4, 5 or 6). On average, each interesting system will have 25kly^3 of space to itself.

With a classic 2D map, assuming 50% chance of a system, a hex will have 3 inhabited hexes neighbouring it.

So say I want my system in 3D space to have 3 neighbours accessible under J1. That means I need a volume of 100kly^3 (centre point plus 3 more systems). J1 should cover a sphere of volume 100kly^3; J1 should therefore equal 29 ly (the radius of that sphere). The edge of the sector will still only be about 2 J1 jumps away so it doesn't do anything for that issue, I accept.

Just to help give a nice route feel, I actually use J1=8.9ly (there is a reason, sort of, but never mind that now), giving about 3 J1 jumps between systems - so I make fuel 1/3 the cost and take up 1/3 the volume, and jump lasts 2 days, +/- an error. I can imagine blood pressures rising, so I'll stop there. The point is that the sector I randomly generated in Astrosynthesis came out with a nice route structure (a 5-system main that branches into 2 feeder routes), without fiddling (although you could just fiddle it - as a wise man once said, "after all, you're making this up").

None of this has been actually playtested, except by me in solo play, because I don't have a group (cue violins).

So - what am I missing?
 
If your going 3D there are several resources out there to look at and see what the density really is and remember not every star needs to have planets. Its far lower than if your trying to use a 2D Map and even then its still populated enough for good gaming. (say 17% or 1 in 6 chance of a system per 3 LY cube) . I suggest the 3ly cube as standard J-1 can access even diagonally without trashing the rules to much) giving you 26 adjacent cubes and an average of 3.5 adjacent systems in a 9ly x 9ly x 9ly box. Making a good starting area to map out a 27ly x 27ly x 27ly cube (call it a subsector why not) then make a sector = 27 subsectors in a cube..or 81 x 81 x81 ly per side..and call it a sector and have fun with it
 
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