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Galaxy

From VoidVerse Wiki

The Galaxy Grid: A Cosmic Rubik's Cube

The Voidverse galaxy is not a flat map; it is a 3D Periodic Cube (a 3 X 3 X 3 grid). Imagine a Rubik's Cube where each small block is a Solar System.

  • The Center: The coordinate 2-2-2 is the heart of the galaxy.
  • The Layout: Coordinates range from 1 to 3 on three axes: X (Width), Y (Height), and Z (Depth).
  • The "Wrap-Around" Effect: Because the space is periodic, the edges connect. If you fly off the right edge (X=3), you immediately appear on the left edge (X=1). There are no "corners" of the universe—every system is connected in a continuous loop.

The idea was to add a 3D Galaxy Grid to the game at a late development state.

How Movement Works

Travel time is calculated by combining two different distances: the Interstellar jump and the Local approach.

1. Interstellar Distance (Sector to Sector) This is the distance between the Solar Systems themselves.

  • The Logic: The game looks at how many "blocks" away your target is on the X, Y, and Z axes.
  • Shortcuts: Because of the periodic (wrap-around) design, the distance between coordinate 1 and 3 is only 1 jump, not 2. The game always calculates the shortest path through the "loop."
  • Speed Boost: Your Interstellar Drive upgrades and certain Government settings (like Core Terminus) significantly reduce this distance, allowing you to cross the galaxy much faster.

2. Local Distance (Subspace/Planetary) Once your fleet reaches the correct Solar System, it must travel to the specific planet.

  • Even if you are moving between two coordinates in the same system, there is a minimum travel time (0.05 distance units). This ensures that even "local" missions like harvesting debris take a small amount of time.

Development Ideas

Wormholes

There is a backlog idea, that wormholes can appear randomly and connect to distant Solar Systems for a period of time, which can be a few days or weeks to make the attack/raid mechanic a bit more exciting and let players clash which are normally not close to each other.

They will have a mass capacity value and will close after every cross of a fleet. Once exceeded the fleets going back will be recalculated with the non wormhole flight time. This adds a tactical option to "feed" a wormhole by an ally which gets the information that someone is being attacked by an enemy fleet using a specific wormhole.