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General Talk => General Archive => Topic started by: SirEmi on January 02, 2008, 08:03:09 PM



Title: Project Rebirth - Planets
Post by: SirEmi on January 02, 2008, 08:03:09 PM
Project Rebirth:

Description: Recent technology advances and accumulated resources have lead to the discovery of a new reserach field in science. In theory, it is possible to construct an asteroid base big enough to serve as a construction site for the future developement of a planet. While the investment in resources is rather large, the creation of planets will bring once again a sence of homeland to the colonists that have too long served in the fleets roaming trough space. Needless to say, the planets will have to be very well defended in order to escape the holocaust that happened in The Great War. Space stations will be construted in orbit that will defend the semi-artificial planet from enemy invasion, however there are certain cov ops operations, like heists and raids that could dwindle the planetary economy, but one thing is certain, that this new planetary vision will be the future to the salvation of The Galaxy.


- Research new category -> Planetary Knowledge, Planetary structures.

Tech:

Planet Creation (Asteroid Planet Creation Facility, +1 Planet Facility / level)

Asteroid Planet Contruction Facility
under 50% capacity
(http://wars.spaceo.net/galaxy/planets/pl_ast_20.jpg)

over 50% capacity, ice & metals surface indicate high activity
(http://wars.spaceo.net/galaxy/planets/pl_ast_50.jpg)


Protoplanet (+50% combat / level) for this type of planet
under 20% capacity, doesn't have an atmosphere, planetary ring of resources used in constuction and terraforming
(http://wars.spaceo.net/galaxy/planets/pl_proto_20.jpg)

under 80% capacity, medium pollution in the atmosphere, necesary for the next step in heating the planet for terraforming and indication of medium activity on planet surface
(http://wars.spaceo.net/galaxy/planets/pl_proto_50.jpg)

over 80% capacity, high pollution in the atmosphere, high activity, high pollution due to the industrial activity
(http://wars.spaceo.net/galaxy/planets/pl_proto_80.jpg)

Terraforming (enable the terraforming of the protoplanet)

Next planet types same rules apply for appearence depending on capacity, only Gaia looks the same whatever the capacity on it...

Rock (+1% capacity, +5% mining, +30% combat / level) for this type of planet

Desert (+2% capacity, +10% mining, +25% combat / level) for this type of planet

Ice (+3% capacity, +5% mining, +5% credits, +20% combat / level) for this type of planet

Ocean (+5% capacity, +10% credits, +15% combat / level) for this type of planet

Terra (+10% capacity, +25% mining, -10% combat / level) for this type of planet

Gaia (+20% capacity, +25% credits, -20% combat / level) for this type of planet

Habitat Improvement (+5% to all planets production & capacity per level)

Planet Setup:
- Can not setup planetary contruction asteroid if foreign space station or foreign fleets in system
- setup costs: 20 x space station costs

Planetary Structures technology:

Combat / Support:
- Command Center (+10% combat / structure)
- Planetary Shield (defending ground forces +5% absorb, orbital fleets / space station +5% absorb / structure)
- Orbital Tracking Computer (+5% system fleets / station accuracy / structure)
- Orbital Targeting Computer (+10% system fleets / station attack / structure)
- Orbital Proton Matrix (+5% system fleets / station defense / structure)
- Orbital Shipyard (+15% system fleets / station HP / structure)

Production:
- Underground Habitat (+5% capacity / structure)
- Planetary Factory (+5% mining production / structure)
- Planetary Bank (+5% mining credits prod / structure)
- Terraforming Facility (-5% terraforming time / structure, max -75% , 15 structures)


Planet production: Base secret base production / worker modified by planet type.
Input / Output depending on production, just like mining facility.

Planet Capacity (PC): Planet total colonists capacity.
Default PC: 100.000.000.000 colonists
Manually increase PC: 10 turns, 50 free segments, 10.000.000 credits for each additional 1.000.000 added to the base PC.
The PC is then adjusted by planet type, structures, tech.

Input: Planetary structures & planetary tech level for type of planet & Habitat Improvement tech
Increase habitat / maximum workers / colonists on the surface of the planet.


Production: Mining
Input: Workers, move from secret base or hire new ones.
Output: Selected mineral type modified by workers / production.
note: The amount depends on the planet production, as does the amount of mined resources. You can have as many workers as you want, but to increase production you have to upgrade the planet.

Production: Credits
Input: Workers, move from secret base or hire new ones
Output: 2 x base production of secret base / worker. + tech / planet type / structures bonus modifiers

Production: Terraforming
Input: Required tech level and type, workers / colonists,  real time while terraforming
Output: Boost planet capacity and base production depending on new planet type. Planet changes appearance.

Production Cycles: 60 minutes

Planetary market: Ability to set a price between a defined min and max for minerals and trade to other commanders.
Option to allow trade only to alliance members or public.

Planetary defense and modules:

Planetary Structures
Input: Minerals
Output: Planetary defense structures

Planetary Structures: Orbital defense (mostly bonuses to help in defense of the base and friendly in home sysytem)
Input: Minerals
Output: Orbital support modules

Planetary battle system:

Planetary Invasion:
- Marines on the invading ships battle ground forces. Ground Forces = the colonists are also the defense force, they use the equipment on the planet (planetary defense structures / armory / etc) to defend the planet.

Attacker invade options:
-> Raid (receive 20% of the minerals / credits on the surface, planet enters rebellion and can not be attacked anymore for 24 hours)
-> Conquer (only available if researched technology supports adding another planet to the max planet numbers, grants access to all resources on the planet, 50% of everything is destroyed by rebels, gives ownership of planet to attacker.)
-> If the planet owner has a space station in orbit, planet can only be Raided, not Conquered until space station has been destroyed.

To win Raid -> Planet casualties have to be 50% or more of planet colonists / workers, while attacker casualties <50% (20% of planet resources are deposited on the attacker mothership.) (20% of planetary structures are destroyed)
To win Conquer -> Planet casualties have to be 80% or more of planet colonists / workers, while attacker casualties <80% (Remaining colonists are enslaved and join the attacker, remaining on the planet surface. All loot is deposited on the attacker mothership.) (50% of planetary structures are destroyed)

Note: If there are many workers on the planet and less resources to justify the marine expense in battle, the planet won't pose much of a target profit wise from raiding unless it is in a strategic position. Conquering would always be an option as opposed to the cost of building / upgrading a planet, provided the technology to support an additional planet has been researched.
- An enemy can not deploy a station or any fleets in a system that has a foreign planet.
- Can not deposit credits on planet, just load
- Can not take colonists off the planet once populated

No destroy planet at this time, only on Doom Day.

Invasion attack details:
Turn cost for an invasion attempt: 30 turns
- Attacker fleets land on surface and deploy troops one by one: Each attacking fleet will deploy a marine wave, max of 10 attacking waves (if 10 fleets with enough marines).
- The total number of marines at one time on the planet defending / attacking wave can not exceed 125% of the planet capacity.
- Each new attacker wave can have increasingly more numbers on enemies due to the loss of colonists on the previous wave.
- Once an attacking wave has been deployed, fighting will commence. Defenders will fight the attackers until.
- Once the defenders lose the required % of their default numbers, or the enemy waves have ended, victory conditions will be determined, surrender or repelled.





Title: Re: Project Rebirth - Planets
Post by: jessiedog on January 02, 2008, 09:40:15 PM
sounds good
hopefully this will be on wars server as well, as it would hype things up a bit and we didn't get incursion.


Title: Re: Project Rebirth - Planets
Post by: jessiedog on January 02, 2008, 09:51:48 PM
to solve the problem/question of multiple owners of a planet, how about alliance members can have 1 STATION each in the system for added defence, no mining facility, but just a station, with possible cloaking. by placing the station, they can also add workers to the planet, but not until the station is built. the space station would also help defend in the case of an invasion/attack.

even just what u put up so far sounds more than great. i cant wait for planets  :wow: :surprise:


Title: Re: Project Rebirth - Planets
Post by: the broken on January 02, 2008, 09:54:28 PM
this sounds great  :wow:


Title: Re: Project Rebirth - Planets
Post by: basill on January 03, 2008, 01:40:30 AM
I would like to know what the base Hp,def,attack and stuff will be for each type of item .
Also the way you talk about them in the other thread suggests that you don't plan on haveing them on WAR server.


Title: Re: Project Rebirth - Planets
Post by: AFB on January 03, 2008, 06:32:06 AM
And can we get these stations a bit beefed up? Cos like destroying a station is old news to most now, and thats just the wars server.  :19:

P.S. Can we build hospitals to decrease death rate? Like - 10% per level.


Title: Re: Project Rebirth - Planets
Post by: baltic on January 03, 2008, 08:46:43 AM
i only wonder how hard those workers will be to defeat?
a big ship with trained marines and high absorb rate boarding tired and inexperianced workers...?


Title: Re: Project Rebirth - Planets
Post by: AFB on January 03, 2008, 09:15:59 AM
What if the workers are there to controll the robots who do the work, and the workers spend their free time in military training  :P


No destroy planet at this time, only on Doom Day.


I guess that answers your question about planet HP in the other topic, Jessie. Since they can't be destroyed, they won't have any HP meter.

Oh, yeah, sir emi, you know the stages of research?

- Research new category -> Planetary, Planetary structures.
Tech: Planetary nebulae, Planetary ring, Protoplanet, Planet Creation, Terraforming, Rock, Ice, Terran, etc.


Will they be just like, research just for getting to the next level, or will you have to build the nebulae, then if you researched, upgrade it to ring, etc ?


Title: Re: Project Rebirth - Planets
Post by: SlayerX on January 03, 2008, 10:35:57 AM
basicly all planets are safe there is no way any 1 on the warsserver can reach the ammount of scanner tech needed to get past the cloak and blow up the station 2 invade the planet.


Title: Re: Project Rebirth - Planets
Post by: Silence444 on January 03, 2008, 12:44:23 PM
hmm what if we make orbital cloaking a different technology because the gravitational fields throw off the old technology (or at least some kind of negative modifier to existing station cloaking which could then stack with orbital cloaking).

planets sound amazing and i am looking forward to them if they ever make it to wars (don't have a main account)

thx for the awesome game emi and if ur ever needing ideas i did a pretty extensive list at: http://forum.spaceo.net/index.php/topic,3283.15.html


Title: Re: Project Rebirth - Planets
Post by: SirEmi on January 03, 2008, 03:57:21 PM
basicly all planets are safe there is no way any 1 on the warsserver can reach the ammount of scanner tech needed to get past the cloak and blow up the station 2 invade the planet.

Well, since planets can't be cloaked, trying the attack the planet will make the fleets in orbit / station enter combat, so you're basically fighting the station / orbital fleets with all bonuses from station, planet ... so while cloak will provide cover for the orbital station against scanners, it will not save the station from destruction if the planet is sieged. Of course attacking a planet blind without knowing the exact power of the enemy orbital forces and defenses is a risky deal, but it could make for some interesting surprises  :))

While researching will be an extensive process, you will have to build / create a planetary nebulae, then research planetary rings and upgrade the nebulae, then research protoplanet and upgrade etc. All this time, you can install modules and upgrade planetary defenses and bring more and more workers / soldiers to defend so when your planet reached full growth you will have a full defense force guarding the place. Basically the workers are also soldiers, they work in shifts and those that don't work are guarding the place... I guess we'll name them colonists... There will be anti-invasion structures that you build on the planet that will make a conquerer think twice before invading... of course everything has to be researched and build.

The planets are mostly aimed at SO Wars, but we will implement them on SO Main too of course.


Title: Re: Project Rebirth - Planets
Post by: jessiedog on January 03, 2008, 05:04:14 PM


The planets are mostly aimed at SO Wars, but we will implement them on SO Main too of course.


yay!
and everything sounds great emi, looks like you got most of it worked out


Title: Re: Project Rebirth - Planets
Post by: AFB on January 03, 2008, 07:39:26 PM
If the statin is cloked high enough that the attacker doesn't see it, can it have bonuses added to Hp, acc and attack, like fleets in an ambush ).



Title: Re: Project Rebirth - Planets
Post by: SlayerX on January 03, 2008, 07:52:58 PM
Thats great news indeed so you always fight the base and the fleets thats nice very nice indeed.

but is there giong to be anychanges on bases aswell then the planet is nice but the bases atm even if there upgraded are giong to be trown aside like a paperdoll even with 80% shields on the thing and with that bonus out of the way its time for the defence fleet to bite the dust.

now a spacestation and the planet defences wont let a invading fleet just fly into the sector with out taking some shots at it from far away.

maby give the spacestation and planetery defences 1 round of firing before the combat starts?


Title: Re: Project Rebirth - Planets
Post by: jessiedog on January 03, 2008, 07:58:28 PM
maybe something like missils u mean
they can be the same exact ones lol


Title: Re: Project Rebirth - Planets
Post by: basill on January 04, 2008, 12:31:19 AM
Do you have to make a planet in a system that has a station already or can you put it in an empty system ?


Title: Re: Project Rebirth - Planets
Post by: SlayerX on January 04, 2008, 06:28:20 AM
maybe something like missils u mean
they can be the same exact ones lol


missles and fighters are nice if you get them to lvl 60 i geuss still doesnt matter the station still dies with out even draining the missles


Title: Re: Project Rebirth - Planets
Post by: Silence444 on January 05, 2008, 12:25:10 AM
hey... kinda unrelated but can we actually get the sovereign, resource level and security level readouts working... idk just seems kinda silly to me to put planets in b4 the readouts work but w/e i'de much rather have planets and if emi doesn't have the time to code, then emi doesn't have the time to code