>>96520551
Thanks for the support :D Hopefully you'll see it soon here.I try to sneak in a truly preposterous amount of hard sf in a space fantasy package.
>>96523664
High and low are relative to the galactic plane, but around a planet, low is orbital. For those maps, the optimal sine wave paths are represented by combining squares in a grid together (and adding a little bit of curvature), so that it just seems obvious to the player rather than requiring proper computation. For situations that properly require additional altitudes, it would make sense to go from 3 maps to 5. I'm interested in seeing your system come to life also. Make it happen :D