Need advice on how to implement ideas into my space rts project

It want Unity to simulate a space-system, I think of mimic it a bit similar to eve online to archive this.

So, here is the data (at least, what my solutions would look like in theory):

There must be a invisible sphere around every ship, so that you can´t see objects (except for the skybox), that are behind this sphere. This sphere moves centred with the ship.

There must be a kind of invisible “grid-plane” around every stationary object (like Planets or Nebula), also. I am not sure, if it has to be always there (static) or cold be created, just the moment, a ship lands nearby.

To travel near to a planet for example, you use a “warp to object” function. The ship starts turning in the direction of the object to what it be warped, speeds up and then – zapp, it stretches and disappears, leaving just a white-blue-afterglow.

After a while, depending on how far away the planet was, it “lands” on a random position on the “planets-grid” (or maybe just creating this grid, the moment it lands close to it) and warping is over. Now the ship can navigate and move in “sub-warp-speeds” again.

Sub-warp speeds are very slow, so it would take let´s say 24h to fly the distance to a planet “sub-warp”.

I want to do all this, to create the illusion of fast (warp) travel and a huge solar-system in the same time, without getting into trouble with scales or engine limitations.

Would that be a efficient idea or are there better ways to do something like this?

As I am a total noob to Unity, I got really no idea, how to get started with this, or what tutorials suits me best for this.

I want to create many solar-systems, that are linked with star gates.
How would I do this? Creating just on “scene” (aka solar-system) is on thing – but how to link this to another one and so on? Let´s say I want to go up to 25 or so… and every one contains 6-12 stationary objects.

Is that too much?

Best Regards,

ELO

how do you make a large complex game without knowing much about the engine or programming language (not explicitly stated admittedly)?

You learn to make other smaller games, basing each little project on achieving something similar to one small aspect of the huge complex project; so you are always learning how to do something and working towards your goal.

… and remember it took 3(ish) years and a team of several people who already knew how to write code to make the initial version of Eve before it was released, and that was very bare bones… and then 7 more years of polish and development to get it where it is now.

ja, you´re right, i guess.

But i want to say, i don´t want to create an EVE clone. And no MMO.
It think of something like a mix of Homeworld 2 and some Elements from Eve.

There were a few promising hw2 mods, the turn hw2 into something more eve-like - but none of them is in progress anymore.
So i decided, why not try to write it from ground up, instead of bending an old engine to perform like another game?

I got a very polished plot of all things, i want to do - but no way to actually implement them.
Hmmm, maybe i should hand over my “set of rules and game-mechanics” to a pro and pay for a prototype…