Atarlost wrote:
In fact I don't know if there are any beyond trinary anywhere and the third star will always be very distant to be stable.
http://www.bbc.com/news/science-environment-33428506
There are a canonically three habitable planets in the QZ: Earth, Incandescent, and Ares Prime.
That can always be altered - so long as Earth, Incandescent, and Ares Prime are *especially* favorable to human life, their plot significance is unchanged.
In addition, things like the original Syrtian colonies can fill a similar role, as can planets that are uninhabitable to humans but settled by neo - humans.
Stellar damage has some subtle problems. The AI can't deal with it and will create a wreck field unless coupled with gravity, which would be a far worse AI issue on a central star than it is on the white dwarf in Sirius and it's not good there.
Any new system type with an impact on gameplay will require some kind of modification to the code. In this case, 'Don't put anything in the center of the system, and have ships avoid it as if it were a hostile station'. It's likely possible to jury rig this using the hostile station avoidance system in combination with a subsection of the system around the star where no stations are allowed to spawn.
That said, a general 'AI ships should stay away from this general area' marker would be a good addition to the game's toolset. At the very least, it would prevent wandering Ranx Dreadnoughts from clearing out minefields laid in Fleet missions with their hulls.
More ideas:
- A very large system with intra - system stargates. AI ships could use these too, with a bit of code.
- A system noticeably 'altered' by core races. Orbitals arranged in some manner of symbol, asteroids all mined out, or other subtle things indicating something was done here by a more advanced species. Could be a hotspot for researchers.
- A small, dense system, where hiding is more difficult and thus the balance of power is more consolidated in the hands of one dominant faction, which is harder to avoid or flee from.
- A system that is past its prime - the ore that brought a vast mining industry been mined, the strategic value that gave it a military presence is lost, or the settlers that bought its consumer goods moved on to greener pastures system. A larger degree of crime, several major stations that are either fully or partially abandoned, and less resources than most systems.
- A system with far off planets ideal for hidden loot stashes(Surrounded by mines) or criminal hideouts.
- A system with a gas giant containing valuable resources, with activity related to harvesting it taking place.