Wormholes should become first class citizens

The way wormholes are implemented as an artifact that throws you Voyager-style into the middle of nowhere and then disappears is really lame.  Wormholes are the sort of thing that could really spice up the map.  They should be fully realized as a feature if only to provide texture to the landscape.

They should:

(1) persist,
(2) be two-way,
(3) allow influence to flow through,
(4) be named by the discoverer
(5) Be labeled at both ends on the map 

Bonus points for worm holes that can only be traversed with certain tech and/or created with certain tech.

82,289 views 17 replies
Reply #1 Top

Edited 1/31 to remove my embarassingly wrong answer.

Reply #2 Top


The way wormholes are implemented as an artifact that throws you Voyager-style into the middle of nowhere and then disappears is really lame.  Wormholes are the sort of thing that could really spice up the map.  They should be fully realized as a feature if only to provide texture to the landscape.

They should:

(1) persist,
(2) be two-way,
(3) allow influence to flow through,
(4) be named by the discoverer
(5) Be labeled at both ends on the map 

Bonus points for worm holes that can only be traversed with certain tech and/or created with certain tech.

k6

Reply #3 Top

Simplicity I love your ideas about wormholes. I need to think more about influence flowing through them, but otherwise I think your ideas would be great additions to the game.

I would also like to add Stargates--but let them be easier to do than in GalCiv lore, due to new technology. Imagine building something like a shipyard, perhaps requiring several constructor modules to get the basic gate working. Perhaps more modules / higher techs allow access for larger hulled ships, or higher capacity fleets, or increase transit time. Transit time might be several turns, but on an Immense map it would be worth it. This would radically change strategic movement on really large maps. Creating and defending stargates, at both ends, might become a major issue. For an aggressive race going for a conquest victory on a gigantic or larger map, stargates would be extremely helpful in moving reinforcements to the front lines. 

Reply #4 Top

To quote myself from an earlier post...

 

Quoting Taslios, reply 6

I wish wormholes could be exploited more than simply being a "penalty box on the far side of the map"

A.  when going through you discover new ways of warping space.
B.  They can be made permanent so you have a faster way to go to the far side of the map.

C.  some other random event is possibly triggered by them

 

Wormholes seem like they are only partially there...  they could really do a lot more with them.

 

I understand that advanced stargates may be in the works for an expansion.  If this is the case having them be two way express routes to the far side of the galaxy are probably out.  However it would still be a neat, random feature.

I really think though there should be more to them than simply moving the survey ship.  We should get research.  Or the ship should just vanish forever... or perhaps be damaged, or duplicated, or any number of strange events should happen.     

Reply #5 Top

I support the OP's terminology!  Wormholes as first-class values!  Then I can write a lambda function that returns a wormhole, remote-run it on your PC, and your entire call stack falls into the wormhole!

... but some programmers argue that this has already happened in the past.  From the outside, it's a Big Crash.  From the inside, it looks like a Big Bang ...

Reply #6 Top

Quoting 5myosin, reply 1

There are "interstellar rifts" that have yet to be fully implemented in game. As far as I understand them, they satisfy 1,2, and 5.

If this is the case, then the wormhole "artifact" should just be thrown out.  I can think of few situations where I want to send my (likely single) survey ship on a Lost in Space adventure.  

Reply #7 Top

Quoting Gilmoy, reply 5

I support the OP's terminology!  Wormholes as first-class values!  Then I can write a lambda function that returns a wormhole, remote-run it on your PC, and your entire call stack falls into the wormhole!

... but some programmers argue that this has already happened in the past.  From the outside, it's a Big Crash.  From the inside, it looks like a Big Bang ...

So what you're saying is, existence is merely someone backtracing from the crash to determine the root cause.  A noble goal.

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Reply #8 Top

Last stream Paul talked a bit about interstellar drifts and they did not sound like wormholes at all. And he made it sound like they would not be in the base game. So I hope the developers will consider the idea of some kind of permanent, two-way wormholes to make things even more interesting!

Reply #9 Top

In a prior devstream (the one on Dec 12th), they talked about the possibility of players being able to construct things similar to Old School Stargates.  The caveat being that you have to truck a ship to where the end point of the stargate would be constructed.

Just like old times (in universe). ;)

One of the ideas Paul threw out was the possibility of having to put the end points of the stargates on the edges of black holes, which might be where this idea of using rifts to travel came from.

This is just an idea up for consideration, however.

====

As for wormholes, I love 'em.  When I purposefully decide to use them.  I use them to contact races long before I would normally run across them.  Mostly so I can farm them for techs.  }:)   But I also like to use wormholes to find other civs so I can plan out my colonization/conquest strategy.  It is quite valuable to know how much time I might have to build up my systems before worrying about would-be neighbors sniffing around my neck of the woods.

Then there's the added ability of mapping an area (even if only partially) before I get to it.  

Why, hello Class 21 planet.  Pleased to make your acquaintance.   Oh, what's that?  You're just sitting here, all alone, looking for some company?  Well tell you what.  You just sit tight and I'll design a special colony ship to get here ASAP so we can formally introduces ourselves to each other. 

So once I've researched the surveying tech, I will often send a couple of specially designed ships to fly into a wormhole and see if I get lucky or not.  

It's a strategy that's not to everyone's taste (obviously), but I love doing it, personally. 

Reply #11 Top

BuckGodot, you have a good point there, using wormholes to try to find other races early to better prep and to trade. Think I will try that next time. Thanks!

Reply #12 Top

I would love to see wormholes/jump gates/etc. but more realistically I think a better method might be:  

  • Find wormhole but survey ship does not automatically use it
  • simply jumping through the wormhole has a decent chance of destabilizing it (i.e. less than the current 100% chance)
  • Build something over/around the wormhole to stabilize it up to a certain amount of logistics ships, anything above that just can't use it
    • Make it one way at this low level, but allow the entry gate to be moved at the 1/1 that shipyards can move at (if possible)
    • at a late game higher level, allow the exit end to be captured & moved around at the same 1/1 speeds
  • Maybe at higher tech levels allow building of them
Reply #13 Top

Quoting Tetrasodium, reply 12

Build something over/around the wormhole to stabilize it up to a certain amount of logistics ships, anything above that just can't use it
Make it one way at this low level, but allow the entry gate to be moved at the 1/1 that shipyards can move at (if possible)
at a late game higher level, allow the exit end to be captured & moved around at the same 1/1 speeds

i like the idea of being able to stabilize a wormhole but i think it should be permanently locked in place. im not sure about the 1-way but that could be interesting as well

Reply #14 Top

Honestly it would be nice if they were 2 way that your ability to travel would span a certain amount from origin... and that you would need to develop starbases that stabilize them on both sides.  I.e.  the worm hole is unstable unless secured when it collapses it leaves an anomaly but if you stabilize it you are able to travel it until the stabilizing star bases are destroyed 

 

Or maybe have some 2 way some one way... all depending upon how unstable they are

Reply #15 Top

Quoting Simplicity123, reply 6

If this is the case, then the wormhole "artifact" should just be thrown out.  I can think of few situations where I want to send my (likely single) survey ship on a Lost in Space adventure.  

Personally, I would rather have both stable and unstable wormholes than only one or the other. However, if I cannot have both, I would rather have unstable wormholes. Do I like having my survey ship thrown halfway across the map and seeing it become unusable for however long it takes to get back? No, but it's one of the few things currently in the game that can actually impact early-game exploration in any significant way, and it can have amusing side effects, such as finding the guys on the opposite end of the map before you know who your neighbors are, or encourage you to build a secondary survey ship to replace the one stuck on the far end of the galaxy. It's one of the things that makes each game play out a little differently, and I don't want to see it go.

Reply #16 Top

Yes when for some reason you have one ship that can survey then have to research a tech to build another... losing one can be detrimental especially on larger maps...

Reply #17 Top

How does influence flow through a vacuum?

 

Worm holes, as naturally occurring objects, are not specifically formed or engineered for travel, safety, or communication.  They should therefore be  various degrees of hazardous intrinsically.  There may also be time dilation effects. Or something more weird, like you could be popped into another universe with different physics.

A range of persistence is certainly desirable, but you should be better of making your own.