John Pritchett wrote:
The argument here seems to be that I can't limit plot information in an effort to keep game map info hidden until you explore, because if it's hidden until you explore, the game becomes unplayable. So that argument is basically saying you need to know details about a sector before you visit a sector. And if you need to know details about a sector before you visit a sector, the game should just give that to you. Why expect you to jump through hoops using warp path info in a way it was never intended? Unless the modern appeal of TradeWars is the very fact that it's so obfuscated.
Don't over-generalize the details.
Some things you need to know. Some things you do not.
For instance I need to know that sector X warps to sector
Y via sector Z. Why? So that if sector Z is a problem, I can
avoid it. There are a lot of ways I may get this information,
they may not all be readily apparent to the game or the
design of the game. If you take away a player's ability to
determine their course, then new problems emerge. That's
what we're saying, that there are a slew of new problems
that emerge because of the inability to self-determine one's
own course.
But not all details need to be known, or should be known.
You should not know what ports are there, what class that
port is, or who has what stuff there. Finding the non-listed
stuff is why we explore, why we grid, etc. Using the warp
information, however, we can do this very efficiently.
If your goal is just to provide this warpspec to all players,
that's not going to be a big issue. Right now, sysops can
already do this. They can get the warpspec and post it if
they want. I almost never do. Why? Because IMO, players
should work for this information if they want it, and the time
before it's generally available leads to some interesting
early game tactics that some people are trying to master.
Which is what this game is really all about for most of us
here. It's not just a game to go in and play for an hour and
be "oh that was fun" but rather a challenge to understand
and master. We want things to be a little difficult, we want
to have to work for the information we have so that we can
master it.