" I see some big problem with making that. First at all I spend 7 years on a random generation of stuff. I thing even now there is a lot of work to research. "
I was only talking about using generated content not using the last and most complex techniques. Im sure there are a lot of interesting solutions that can be used and will provide a nice result compare to what other games have done. This is an area in games that is greatly unused but has great potential in games.
" Seemless worlds aren’t a problem. Even if you are doing it in a system that uses the nearby node you could just compute transmision into supernode with minimal distortion and then back as needed. "
Thats one good hint.
" The problem is that cruiser, you said a realistic nearby stars. (All of them? Are you sure astronomers know nearest 50 stars?) "
Well no. Im sure the astronomers know every star visible from the earth or detectable with the x-ray telescopes. Its everything in astronomers databases. But it would be impratical to obtain this imformation or to do quests covering this amount of space. I guess that an amount of star systems you can count with the fingers of your hand would be enough. Plus there are also a lot of planets and moons to cover but most of them would be there only for posing.
I was refering about generating the surface of planets but with techniques that would allow to seamlessly mix hand made content with generated. Maybe some basic editing capabilites for proceduraly generated worlds like cuting places and adding static meshes.
"Then why not a realistic ship? Launch from planet? No shutles? Wasn’t it game methodology of Privateer? Another problem is how much of time would you like to spend on that ship. 200?
BTW is Proxima obiting around an Alpha and beta, or is it a rogue star? "
Its a mater of guessing what would be the future of space exploration. What would be the science fiction lore of this game. We can guess many things here but i think it wouldn’t be to have a ship take years in space to travel to a nearby star system. How would we be able to make up a plot for such a game ? Lets just say Einstein was not completely right and that future space travelers can travel long distances in space in a mater of seconds.
On the realism subject when i say realistic means realistic in game design terms. It means realistic as long as its fun if possible both but if not possible then at least fun but with the details that break the illusion of realism hiden from the player.
" BTW is Proxima obiting around an Alpha and beta, or is it a rogue star? "
Im curious why are you asking this ?
A good choice for me on a game like this would restrict itself to the closest stars and star sytems. Something like:
Proxima Centauri
Alpha Centauri Alpha
Alpha Centauri Beta
Barnards Star
Sirius A
Sirius B
This is a lot of stuff already including planets, moons, asteroids, asteroid belts, rings. Besides all the small planets would be landable and their climate and geography would be aproximately accurate (whitout going into extremes) with astronomical information availabe.
Some stars like the Barnards star, and the two Alpha Centauris would be the habitats of some of the alien races while other alien races would be native from other suns not represented in the game and would exist only as space travelers with huge space cruisers being their central control.