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BaronOfThGalaxy
BaronOfThGalaxy
Posts: 47


1/26/2017
BaronOfThGalaxy
BaronOfThGalaxy
Posts: 47
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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