Nightfish wrote:
Well, I hope you'll have some patience with me, as I know nothing of programming. So I don't really know how hard these things are. I'm pretty sure a noncheating, challenging AI is very hard as no game had one of those so far.
Of course I realise that there are several degrees of "hard" and that basically everything that needs to be programmed is hard work to at least some extent. What I was trying to say is "if it makes sense from a gain/cost point of view, let's do it. If the gain is very small and the cost is very high, then let's not do it."
Its certainly an issue we need to resolve, regardless, and I know I don't want to look at a map that looks like a tangled mess of wires.
maybe we could just display all the lanes as they are, and then highlight ones connected to the selected system. Also, we can only display starlanes on the screen that connect to systems that are being displayed, so we don't see any extraneous data.
In the example, only systems B and C are visible, so the starlane connecting A and D doesn't need to be shown.
Code:
A
\
\
===\======
| \ |
| B---\--C | <----The box is
| \ | the viewable
=======\== area of the
\ screen
D