Use this forum to ask for new features or suggest changes to the game.
The official Orbital Megastructures thread
Grandor Posts: 28
6/6/2017
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Planetary MEGA Automated Factory Center.
Able to Buy factory power to build any or product anythink except tier 1
Cost depend on: Number of using factory power (u and all other) Price can be decreased by ur investment in two way for you and for all other. How long u buy at once (for one day or month) the longer u use u have slightly cheaper. At start Extremery Costly. But over time of investment of players is more cheaper.
Very could help with crazy demand in the world.
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Hutton Posts: 276
6/6/2017
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I am not a fan of Warp Gates. I like that it takes a long time to travel between systems. Part of it is visceral. Space feels big right now. It will feel smaller if we start closing the gap between systems.
On the mechanics side, the distance between star systems is what is going to allow different systems to work as different play areas. Lets look at Protostar Corporation, for example. Despite the supervirus turning out to be a big nothing, they have become pariahs within Sol. Their best hope of finding some success is moving out to a system where their reputation doesn't follow them. If systems start getting connected by warp gates it makes it that much easier for a powerful Sol based corp that holds a grudge to go out and set them back to square one every 1000 turns or so.
Right now Prtostar doesn't actually have that far they can run, but as systems open up and more new players accidentally burn bridges it is important that they be able to get a fresh start somewhere and start over.
I think the distance is also an important mechanic to give each system their own feel, and to give the players developing a system control over how it develops. Different Resources Nodes will create diffferent demand landscapes all the way up the chain. Everything will get homogenous if it is easy to trade between systems. And the powerhouses from developed systems will steamroll the pioneers if it's not a hike and a half to move their trade fleets (and warships) back and forth between two systems.
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Vulpex Posts: 390
6/6/2017
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Doctor Dread wrote:
A galactic trade station. What you suggest is a little complicated. Instead I would make the trade station lower the BUY amount of products in that city, or planet. Right now its at 2x or +100% to buy product. a Level 1 station would make it 90%, level 2 would make it 80%. at level 10 it could be same money to buy or sell a product. Perhaps planetary one combines with city ones to get it down to 0%. We could have thm go by 5% increaments but stack withe the city ones. So the planetary one at level 10 bring it down to 50% buy price, then the cities can have one that can bring it down another 50% to 0 so buying is same cost as selling.
Do you see this does not impacting the buy amount i.e. the units of material that are available to buy? Making it a tradeoff - cheaper goods but lower supply?
Or are you simply thinking of reducing the cost of purchases?
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Vulpex Posts: 390
6/6/2017
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On the warpgates I tend to agree with NYC on this one - which is why I like the idea of the warp gates which only give a speed boost in one direction. You'll need to make a course correction anyhow, so while it reduces the travel time it does not make it ridiculously fast. Absolutely no to the teleport gates.
Also I recall that there was also some discussion on limiting the size of the ships affected based by the level of the warpgate. Thus you could have gates which could support the movement of freighters but not the large capital ships. The main issue here being carriers - if they can move then you can relocate what is in essence a full invasion fleet to another system on short notice. edited by Vulpex on 6/6/2017
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Doctor Dread Administrator Posts: 1478
7/7/2017
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I was starting to work out details on the Strategic Orbits and I think there is a problem with the way we have previously discussed them. I am not talking about the Megastructurews that will be placed there, that still seems to be on track, I'm talking about the idea of having fleets sit at a strategic orbit and be able to attack anything on the planet from there. I'm not sure if thats going to work as planned specifically the idea we had for Blockades.
I don't think its works to make a fleet be able to attack all positions on the planet at once and end up in 20 battles in one turn while remaining in orbit. This was the ability we talked about so that a fleet can blockade a planet because it could attack any ships on the planet automatically. Instead we might be able to put in the "chase Down" mechanic and allow attack orders to be set to either the Present location (how it works now), the entire planet or the entire system. This would make the ships with an attack order of (Attack Everyone - Planet) actually move to intersept any units that meet the criteria (everyone, single corp, guild) and attack as normal. Being in a strategic orbit wouldn't mean anything, those would just be the spots where you can place megastructures. This is how the Escort mechanic works right now when shadowing your escort group. Extending this kind of attack order modification wouldn't be too difficult and I think might slide right into one place in the code.
The question I have to ask though is what would take priority on a Attack Everyone - Planet Order? Would you go after the biggest power location or the smallest? Does it filter out units moving faster than the group is? If we don't make any AI options then it becomes easy to trick your blockade by flying fast scouts across the surface to draw the blockade and then have your real force do whatever it needs to do. On the flip side I can't add too many options without bogging the UI and system down. We can't get too much into programming AI into orders because it costs too much turn flip time especially with the type of order this would be, one were a lot of ships sit there and have to be checked every turn against entire planet populations of other units.
Ideas are welcome.
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