Kieve wrote:The biggest challenge is making good use of the "Secret Sector" to increase overall game length and available sectors for quest progressions, while still allowing natural sector-by-sector jumps. Basically, figuring out a way to do what DrkTemplar hasn't, via Infinite Space. So many plates to keep spinning.
Well, you could make a very specific 7th sector, and then have the game jump you to the secret sector once you enter it. Furthermore, make a quest chain that rewards an augment/weapon/drone/something that allows you to bypass the secret sector loop via a blue option.
I'd hate to be the player who dumped that thing, though... he'd be stuck there forever.
Right now what I'm thinking is making the "default" end-beacon event kick you into Secret for looping, and require a renamed Stasis Pod ("Incursor IFF" for example) to break the loop and trigger other events. On entry to the next sector, the start-beacon would then call the Zoltan event that automatically removes the pod. ("The Incursor device in your hold overloads from the jump, sparking and leaking jets of plasma. Quickly, you jettison the damaged IFF before it melts through the ship's hull.")
Mind you this is theory and I'm not certain it's technically possible, but it seems the most promising avenue of thought right now.
*Any/all alternate events would allow normal next-sector jumping, and most would likely be gated by a combat event of some kind.