BaronOfThGalaxy Posts: 47
1/26/2017
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1. OCrowd mechanism 2. Repackage ACP (deconstruct buildings) 3. Artifacts 4. Skills 5. Noob protection 6. Raw product production ratio's 7. Auction and market 8. Game migration 9. AI companies 10. Highways in space 11. additional building ques 12. limited recources
Suggestion for the 'OCrowd mechanism' is Ocrowd based on global ratio's of the amount of factories at single places, for example on planet mars there are 10 factories at one location harvesting a raw material, and on planet earth 5 factories harvesting a raw material, than the location on mars gets the highest Ocrowd penalty. So this is basically the places with the most harvest factories at one place will be getting the highest penalties, this will also stimulate to spread factories on places to avoid being in the high penalized ratio's, so if the average of number of factories on location is 10 and one place has 5 factories, the OCrowd penalty wll be lower than if the average is 8 factories, so to get the same Ocrowd penalty when there was average 10 harvest factories at one place, you need to have 4 factories instead of 5 compared to 10. Something like this, based on global saturation of resources.
Being able to deconstruct factories made from ACP, to relocate them at another position, since the making of factories is very time consuming, it can be frustrating when placing a factory and find out you could do better business elsewhere, since there is so much information about products resources etc, you can be afraid that you maybe do something you will regret later, just like researching and moving your HQ, you can change this, in the sense of; don't worry, you can change this later, so you don't think about it to much and know you can correct your mistake anyway. (they can be destroyed tho, or sold on the market), maybe before you create an ACP you have to instruct it's type as well before you build it, so it can only be one type of building.
Artifacts.When 'constructing' or placing factories there are small chances to find artifacts, these artifacts can give certain bonuses towards a particular aspect of your corporation, also they have limited use to avoid market saturation and can be sold in contracts as well or maybe 'markets and auctions', these bonuses can be for example extra production +20% for electronic factory for 100 turns, or +10% damage for your military for 50 turns or +1 movement point for 75 turns, whatever that will be, there is lots of options.
Skill levels you acquire for industry activities, if you keep mining salt for example, you will get better in it, you have like a department attached to your company that holds the knowledge of doing certain activities in the industry, not sure if this will work for military since this could be bit tricky when it comes to warfare, because it can create huge unfair situations which not result into you moving your stuff away to another location but getting your stuff destroyed.( which would be the case if your dealing with an more advanced corporation in industry related stuff if that was the case)
Noob protection against noob bashers, this is a bit of huge topic, but for example there is terran federation which will attack hostile activities at places they are present, this is one example of noob protection, the problem that might arise here is that someone who is new and doing it's thing and have fun doing it is not able to be bashed by some scrub without the aggressor getting huge consequences for it's actions doing so, this will prevent ruining the fun for new players, and if they choose to, can work their company in peace and focus on business instead of exploring the unknown universe with military or danger at places which have no protection from the terran federation for example, just 2 important things is protection when you are new and you are learning, and if you decide to keep operate your business under protection you are able to do so, but probably make less profit of course. Of crouse if someone really wants to wipe you of the map it can do so, but it has to be made really unattractive to do so to a point where the consequences nearly always weight more than the profit doing it, also like the terran federation is protection especially the small business or the business who work in their territories since they are part of their economy sort of.
Raw product production ratio's when harvesting raw materials, which means your yield is for example between 475 and 750 each turn, instead of fixed numbers, like the harvest is always different.
Auction and market including market data information and mechanics to protect against scamming (scamming just create toxic environments, where people will loose their interest in playing the game, or start going to do scamming them self, or prevents people from doing market activities because of fear being scammed again, or makes people literately look at an order for 5 minutes before they dare to accept it.
Game migration ability when something like a reset happens or a new version is introduced, corporations take all their money to the next new "new universe". I came to this idea because I was like this game can be so many things done to like adding new features and adding countless new additional content to this game to create more dept which is fun, that sometimes you might be needing to change the design to implant new features, what I have read that like the beta at this point can't implant all the ideas that are already there because it require a new design of the game to work and can't be implanted in the beta version. And also to make a bold statement you can't keep the game for 10 or 15 years in beta because you want to add new stuff or test stuff with the endless possibilities of spreadsheets, so when you do have a new idea or have to implant something that requires a new design of the game it could be simple to make people migrate to the new place with their company and money, who knows advancement in computer technology can have solutions to create better efficiency on an extreme level but require a new game design to be able to use it, something like also maybe. It also has the concept of; 'don't worry about it, you can change it later', lol
AI computer companies which emerge when demand is extreme but no bids of resources around to prevent population meltdowns resulting of vanishing cities, they basically create production chains to provide cities their needs, if a human player wants for example to get rid of the I computer player, it has to buy up the assets of the computer company, but is unable to change anything about it's production, only takeover it's profits, it can only remove the structures when a certain demand level is reached, like the average of the total demands is below 200, can allow you to remove the structures of the former AI and the city has to be at a minimum set population, to prevent people sabotaging the fail safe to keep cities alive if needed.
Highways in space which are constant patrolled by for example the terran federation, which create safe connections for transporters to certain main areas without being able to be raided without the raiding party suffering high resistance from the patrols which move block by block and has every block a patrol unit group.
Additional building ques for units and buildings, only doing so will result in drastic increase of cost for each additional slot, like the 3th one is so expensive you would only do it in an emergency situation, and the 4th maybe when you think you are about to be doomed.
Limited raw resources on locations which will dry up eventually, when a resource is depleted, right after that moment a new deposit of the same kind will be re-spawned at a random location on the planet.
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Doctor Dread Administrator Posts: 1478
1/26/2017
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BaronOfThGalaxy wrote:
1. OCrowd mechanism 2. Repackage ACP (deconstruct buildings) 3. Artifacts 4. Skills 5. Noob protection 6. Raw product production ratio's 7. Auction and market 8. Game migration 9. AI companies 10. Highways in space 11. additional building ques 12. limited recources
Suggestion for the 'OCrowd mechanism' is Ocrowd based on global ratio's of the amount of factories at single places, for example on planet mars there are 10 factories at one location harvesting a raw material, and on planet earth 5 factories harvesting a raw material, than the location on mars gets the highest Ocrowd penalty. So this is basically the places with the most harvest factories at one place will be getting the highest penalties, this will also stimulate to spread factories on places to avoid being in the high penalized ratio's, so if the average of number of factories on location is 10 and one place has 5 factories, the OCrowd penalty wll be lower than if the average is 8 factories, so to get the same Ocrowd penalty when there was average 10 harvest factories at one place, you need to have 4 factories instead of 5 compared to 10. Something like this, based on global saturation of resources.
Being able to deconstruct factories made from ACP, to relocate them at another position, since the making of factories is very time consuming, it can be frustrating when placing a factory and find out you could do better business elsewhere, since there is so much information about products resources etc, you can be afraid that you maybe do something you will regret later, just like researching and moving your HQ, you can change this, in the sense of; don't worry, you can change this later, so you don't think about it to much and know you can correct your mistake anyway. (they can be destroyed tho, or sold on the market), maybe before you create an ACP you have to instruct it's type as well before you build it, so it can only be one type of building.
Artifacts.When 'constructing' or placing factories there are small chances to find artifacts, these artifacts can give certain bonuses towards a particular aspect of your corporation, also they have limited use to avoid market saturation and can be sold in contracts as well or maybe 'markets and auctions', these bonuses can be for example extra production +20% for electronic factory for 100 turns, or +10% damage for your military for 50 turns or +1 movement point for 75 turns, whatever that will be, there is lots of options.
Skill levels you acquire for industry activities, if you keep mining salt for example, you will get better in it, you have like a department attached to your company that holds the knowledge of doing certain activities in the industry, not sure if this will work for military since this could be bit tricky when it comes to warfare, because it can create huge unfair situations which not result into you moving your stuff away to another location but getting your stuff destroyed.( which would be the case if your dealing with an more advanced corporation in industry related stuff if that was the case)
Noob protection against noob bashers, this is a bit of huge topic, but for example there is terran federation which will attack hostile activities at places they are present, this is one example of noob protection, the problem that might arise here is that someone who is new and doing it's thing and have fun doing it is not able to be bashed by some scrub without the aggressor getting huge consequences for it's actions doing so, this will prevent ruining the fun for new players, and if they choose to, can work their company in peace and focus on business instead of exploring the unknown universe with military or danger at places which have no protection from the terran federation for example, just 2 important things is protection when you are new and you are learning, and if you decide to keep operate your business under protection you are able to do so, but probably make less profit of course. Of crouse if someone really wants to wipe you of the map it can do so, but it has to be made really unattractive to do so to a point where the consequences nearly always weight more than the profit doing it, also like the terran federation is protection especially the small business or the business who work in their territories since they are part of their economy sort of.
Raw product production ratio's when harvesting raw materials, which means your yield is for example between 475 and 750 each turn, instead of fixed numbers, like the harvest is always different.
Auction and market including market data information and mechanics to protect against scamming (scamming just create toxic environments, where people will loose their interest in playing the game, or start going to do scamming them self, or prevents people from doing market activities because of fear being scammed again, or makes people literately look at an order for 5 minutes before they dare to accept it.
Game migration ability when something like a reset happens or a new version is introduced, corporations take all their money to the next new "new universe". I came to this idea because I was like this game can be so many things done to like adding new features and adding countless new additional content to this game to create more dept which is fun, that sometimes you might be needing to change the design to implant new features, what I have read that like the beta at this point can't implant all the ideas that are already there because it require a new design of the game to work and can't be implanted in the beta version. And also to make a bold statement you can't keep the game for 10 or 15 years in beta because you want to add new stuff or test stuff with the endless possibilities of spreadsheets, so when you do have a new idea or have to implant something that requires a new design of the game it could be simple to make people migrate to the new place with their company and money, who knows advancement in computer technology can have solutions to create better efficiency on an extreme level but require a new game design to be able to use it, something like also maybe. It also has the concept of; 'don't worry about it, you can change it later', lol
AI computer companies which emerge when demand is extreme but no bids of resources around to prevent population meltdowns resulting of vanishing cities, they basically create production chains to provide cities their needs, if a human player wants for example to get rid of the I computer player, it has to buy up the assets of the computer company, but is unable to change anything about it's production, only takeover it's profits, it can only remove the structures when a certain demand level is reached, like the average of the total demands is below 200, can allow you to remove the structures of the former AI and the city has to be at a minimum set population, to prevent people sabotaging the fail safe to keep cities alive if needed.
Highways in space which are constant patrolled by for example the terran federation, which create safe connections for transporters to certain main areas without being able to be raided without the raiding party suffering high resistance from the patrols which move block by block and has every block a patrol unit group.
Additional building ques for units and buildings, only doing so will result in drastic increase of cost for each additional slot, like the 3th one is so expensive you would only do it in an emergency situation, and the 4th maybe when you think you are about to be doomed.
Limited raw resources on locations which will dry up eventually, when a resource is depleted, right after that moment a new deposit of the same kind will be re-spawned at a random location on the planet.
1. OCrowd mechanism Your suggesting taking the OCrowd mechanic from the city scale it is at and make it a Planet wide scale instead. That seems like a step backwards and is problematic when it comes to the resource values which is why OCrowd is in place. Right now people swarm to the highest resource value they can find, OCrowd is what causes you to go to eventually go to the smaller ones. You want to switch that so OCrowd effects all the resources on the planet if that planet is mining the most of something there wouldn't be a reason to take a 8 value resource over the 14 value one unless it was on another planet. I'm not sure what problem you're fixing with that mechanic =) 2. Repackage ACP (deconstruct buildings) Downgrading structures is already coming, Maybe downgrading them from level 1 back to an ACP is a good idea. I wouldn't want to be able to take a field of level 10 structures and box them up in 10 turns to relocate elsewhere. We don't want big players to be able to relocate easily, part of the noob stomping/unhappy problem.. Small players can pack up and move much easier or just liquidate and re-locate. Big players are more and more chained to the area they are building up in. 3. Artifacts Finding free artifacts as soon as you build there seems problematic, perhaps random boosts to your artifact production would be a better way to implement it. Having random artifacts appear, by event or by something else that gives access to them to normal corps is a good idea however. 4. Skills I don't want to do the "More you use it" skill system =) I push a very small production of Board Games right now that makes 90% of my income. I want to push the Board Game production tech not anything else. 5. Noob protection I do not want any kind of full blown noob protection. The Terran Feds are a deterrent but you can still attack and get whomped by big determined aggressors. Its the Elected Players of the City, planet you at that is the one that should be defending the small players in their city. Making that easier to do or offering more incentive for leaders to do so would be welcome ideas. 6. Raw product production ratio's Making the harvest random in a game where harvest happens every 10 minutes is just strain on the system. However, we can make Events that temporarily increase or reduce the Resource values. Geo Booster and Geo Scorcher were originally going to do something like that. 7. Auction and market Contract System is essentially the auction/market. More options, like actually bidding, or displaying more information on the contract screens plus some anti scam mechanics are good ideas. 8. Game migration Multiple servers when the game gets "So different", sure =) 9. AI companies This is already represented in an abstract way. To make actually companies AI driven would be impractical. Taking over companies, like other players is an idea. 10. Highways in space We can have the terran feds ship patrolling routes that is sees in heavy use so they are nearby when a fight happens. but since there is no chase or follow mechanic it's very difficult to engage in fights "on the move". We would have to allow your freighters to somehow pay for "escort" where other ships are added to a group of your freighters and move with it. 11. additional building quest More queues would be complicated, but "Expedite Percentage" what you are currently building with a sliding scale of price that goes off into some high numbers is doable =) 12. limited recources This was an old idea scrapped long ago. Causing everyone to move around doesn't add anything but frustration and destroys city mechanics ect. HOWEVER, we want o implement minable asteroids that can't have anything built on them and are in Space and the "expendable" idea works well for those. Or at least as an event where an asteroid shows up and everyone can mine it with ships till its expended whatever resource was there .
Thee are some great ideas you have, thanks for posting =)
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ChaChaCharms Posts: 167
1/27/2017
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Can we please increase the events pertaining to hostile events? Whether it be more raider bases or pirates or something.. or allow the option to literally attack another player for their credits instead of their resources.
I like seeing the big jump in my corporate reports showing me the income I rec4
-- Never trust anything that can think for itself if you can’t see where it keeps its brain..
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Doctor Dread Administrator Posts: 1478
1/27/2017
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I will make, System wide Scope Raiders and Space Kaijus soon and you will more than satisfied =)
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BaronOfThGalaxy Posts: 47
1/28/2017
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1. OCrowd mechanism I forgot to take something in mind about the mechanic as well, but nvm about that, the main reason I came to that idea was to make easier to see the total value you are harvesting without doing complex calculating based on total harvest amount and OCrowd applied. For example one resource deposit has a total of 10 metal and 50% Ocrowd on it, the other metal spot 8 metal and 0% Ocrowd on it, how to see the actual value on the yield, so the value of the metal spot of 10 is different with 50% Ocrowd on it, which makes the value of 10 actualy lower. Is it possible to add an additional number count to the resource values, which indicate their true current value, so for example you can have a deposit of 10 which indicate a value of 7.7 duo to Ocrowd, and a deposit of 8 with a value of 7.9 because of lower Ocrowd. So it is easy to see which is the best choice in terms of operating cost>output. 2. Repackage ACP (deconstruct buildings) Downgrading levels downs and eventually to APC sounds like a good idea, even if it takes a long time, it's just so you are able to correct your mistakes, since it's very time consuming creating those structures and also take up queues from your HQ which makes it a double problem when you regret your decision or simply made a mistake. 3. Artifacts The artifacts I mentioned are actually different from the current ones now in the game, those artifacts are more like finding old stuff from the past or something, when on a construction site they are creating a new facility there is a very small chance they are able to find something they dig up from underground, its just a small additional thing, that is able to give you a bonus on a specific thing for a limited time when activated. (and pretty rare to find, but can be sold on the auction or market or whatever) 4. Skills I came to the idea of skills because of games I played in the past a little bit like runescape or other games which have skills, you are able to improve different skills which require you to do specific activities, to keep people more hooked on the game since they want to improve them, it works for me tho^^ 5. Noob protection That will work out as well, imo there has to be at least a place where noobs (some people just stay forever noob, don't blame them lol) can rely on protection to play their game, for example *if there was no planet which could be able to defend the noob players and I'm not talking about harsh times where a whole planet is cooperating together to defend them self, but a place where everyone is on his own (unrealistic situation) simply because none decides to defend sectors or every planet rules simply do not care, that's something imo which is really bad and should be taken action to turn that around in terms of design or implanting buffer zones, although like I said, it's an unrealistic situation. Planet rules that can take up defend roles or simply coordination of military will probably work out yes, if they do bad they get less votes so that would work out as well. Why I mentioned this is not to make better or good players a harder time in the game to prevent them from using easy lucrative opportunities, but to simply to keep people who are noobs (some stay noob forever) playing the game, which is a larger player base in the end. And on the other side, better or good players won't leave the game because they can't bash noobs. 6. Raw product production ratio's I was not aware it will burden the system more that way, than it's not a good idea indeed, but events increasing or decreasing sounds great as well, if they are not to less and not to much. 7. Auction and market Bidding on contacts is the main thing I'm looking for in that concept, also some suggestions and ideas on that. A; Some kind of news feed, more like an information feed where you can see newly created contracts popping in and out, and if a contract is bid is really low and the time is running out, those will be prioritized on the information feed or an additional feed, so for example, an item which is usually sold for 2.5 billion, has an active bid of 50 million and there is only 20 minutes left (the item was in auction for 2 days), if you get what I mean^^ B; You can config your information feed on what items you want to be advertised with, for example you are looking for a specific ship on the contract market, than you will be informed of newly created contracts containing that item, and you can instantly bid on that item for example. Looking for buyers or sellers or specific products who have an advertisement on it etc etc. 8. Game migration Multiple servers could be even better yes, some people prefer older game versions, but in case you can only rely on one server duo to cost or something, (no idea how that works, maybe you pay 50% for one server and 50% for the other one if you split 100% player database and there would be no extra cost, don't think that would be actually the case), I think the solution could be just transferring people their Company name + their $$$ to the new universe, I think people would not really complain a lot let's say for example someone who is playing the game for 2 years and had otherwise everything lost he build up during that time, *just in that case there is no other option to wipe out an older version to introduce a newer one.
9. AI companies What is funny I was actually thinking about that idea that other people could take over companies, which started with investing into a company, and when a company lost at least 51% of it's shares, it was practically not in control anymore, but the investor(s) is, so the investor(s) could actually cancel current operations, and each new action created by the 'owner' of the company has to be approved by the investor(s) first before it would apply them, and the investor(s) could input any order they like for their + the 'owners' profit. And I was like; that would also be a good idea to make people aware they have to keep their sh*t together if they ever decide to start a company or sort in the actual life LUL Anyway about the AI companies, I was like there should be people of the cities population itself who take initiative to start a business, something like that, if there is extreme high demand, they take a bit of the opportunity, as well it's also works at stabilizing factor. Either way that was the thought about it. 10. Highways in space I was actually referring to like theoretical roads, in which every block is secured by terran units, they wont chase, but more like they hit back if you attack inside that square, so let's say a connection between earth and mars is and important main route (just by game design implanted) than when you travel that route each block you move in space is secured by military units to protect the traffic. But what you also you mention about the noob protection you suggest that everything will be player controlled, so that idea of those theoretical roads is than a different idea, like in most mmorpg games there is like a big castle or something, which is not player owned, but acts as part of the lore of the game, and maybe has also functions it can do, but it's not player owned, so like it roads are protected by gaurds, but yes it's a different concept that way yes, it could be possible in someway but than has to be by the players self placed in some kind of way. But escorts could work out very well, like for example every 30 turns a small terran spaceship armada is moving to a certain planet all the time, and you are able to connect your ships to it, and they will take your ship(transport) to the next planet with their escort, you can even add military space ships to the escort to improve the security/power rating. So maybe 10 people at one time decide to connect their force to the escort, and the whole bunch flies to the destination. And if you want to escort outside the terran schedules you are able to hire local mercenaries or maybe terran. Something like that. 11. additional building quest Maybe a sliding cost scale to speed up the construction time if that works. 12. limited resources Yea that requires to be constant hooked to the game to not only prevent profit loss but also the whole city thing which depends on certain production chains to sustain a certain situation.
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Guest
1/28/2017
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1) If there is a 20% OCrowd, that means it costs you 20% more. That means a value 10 resource at 20% OCrowd is about the same Cost per unit to mine as a value 8 resource It;s difficult to display the ocrowd per resource on the viewscreens, I'm kind of out of room on an overcrowded page already.
3) Finding random things when you build is a good idea, would take a whole new game feature and use the existing "Items" objects somehow. THere is the idea of making random Traits per planet, its displayed somewher in the guide but never got implemented. SOme planets wouold be hard for fighters to operate or other where capital ships have a lot of trouble with the gravity waves the planets give off.
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