Title: new planets Post by: Mobius13 on September 01, 2008, 06:45:22 PM ok so im 99.999999999451% sure this suggestion will not be listened to but im trying anyways... wouldn't it be better if we had a wider variety of planets?
I was just thinking how much cooler it would be if we had a "Death Star" planet or "Toxic Planet" etc they could add strategy for example: Toxic Planet Toxic atmosphere discourages enemy forces to fight in the open. +85% colonists combat bonus, -30% capacity / level for Toxic Planet Metro Planet Planet Filled with advanced technology and banking system +5% colonists combat bonus, +50% capacity, +20% credits / level for Metro Planet Those are just two examples of what could be added... please comment on this idea and tell me if they should/should not be added NOTE: the aboce planets types would follow the Habitat Improvement tech Title: Re: new planets Post by: jessiedog on September 01, 2008, 08:54:42 PM that would be pretty cool, but of course its a lot to implement. bring it up with emi :yawn:
Title: Re: new planets Post by: Mobius13 on September 03, 2008, 04:25:37 PM meh
Title: Re: new planets Post by: lalelulilo on September 04, 2008, 01:34:19 PM Well Mobius I have to agree with you on this one, it would be interesting if emi could program automatic planet changes, for example if the planets pollution reaches 100% the planet is changed into a toxic planet, and the pollution resets, if a planet passes 100% again it suffers a large drop in the max amount of people it can take, until eventually everyone dies :D
Title: Re: new planets Post by: jessiedog on September 04, 2008, 02:33:03 PM if pollution is at 100% for 48 hours, then the planet is converted to a toxic planet.
it will have -100% creds, meaning it makes no credits, +100% combat and will take 24 hours to clean up and revert to its old planet type. this could also be used as a last resort way to defend your planet ;) Title: Re: new planets Post by: blakranger51 on September 04, 2008, 11:46:59 PM How does pollution work anyway?
Title: Re: new planets Post by: Spayed on September 05, 2008, 12:09:20 AM well what happens, is people pump lots of toxic gases into the atmosphere and the air seems to reduce in quality there after
Title: Re: new planets Post by: qe2eqe on September 05, 2008, 03:29:59 PM You have no idea how ridiculous a minus capacity, plus combat planet would be, do you?
------- I really like the idea of a no credits planet. This seems like a fair addition: Toxic Soup Planet: per level : +40% mining, -150% credits, +50% combat, +5% capacity and some kind of negation of polluition tax. ----This would probably help fix the fact that mining on a planet blows. Title: Re: new planets Post by: AFB on September 05, 2008, 05:49:57 PM Um, does -150% mean you have to pay it money? -100% is max....or min for this case :P
Title: Re: new planets Post by: jessiedog on September 05, 2008, 05:54:19 PM que2que... nighty or chikn or whoever you are, i never said reduced capacity so get your facts straight. by -100% creds, i mean all. on main server u can have more than +100% creds, but i should have said all. ALL of the colonists work will be spent cleaning the planet.
Title: Re: new planets Post by: Mobius13 on September 05, 2008, 07:04:31 PM if its thought through well enough it should be an interesting update... but hell, dont expect anything...
Title: Re: new planets Post by: SirEmi on September 07, 2008, 12:51:12 PM new planet types would be cool. I'll make a list and see if we can add some more on the SO Main new round :)
Feel free to suggest more planet types in this topic. Title: Re: new planets Post by: Mobius13 on September 07, 2008, 02:34:10 PM oh yay!
like jessie said, a planet kind could change if say it gets attacked too much it becomes "War Ravaged" and gets an extra combat bonus Title: Re: new planets Post by: SorisDark on September 07, 2008, 02:51:20 PM great idea mob :) maybe if it isn't attacked much it gets a - combat bonus?
Title: Re: new planets Post by: qe2eqe on September 07, 2008, 04:29:15 PM Planets really skew the game - they should be more attackable in general, e.g., upgrades to attack.
Title: Re: new planets Post by: Mobius13 on September 08, 2008, 05:14:49 PM here are a few ideas courtesy of Pof
Tundra Planet +20% combat +15% creds +5% pop -5% mining (http://www.spiralgraphics.biz/packs/planet/index.htm?1#anchor) Tunnel planet: +50% mining +10% combat 60% population -30% credits (http://www.spiralgraphics.biz/packs/planet/index.htm?2#anchor) Volcanic Planet: +30% mining +50% combat -5% population (http://www.spiralgraphics.biz/packs/planet/index.htm?10#anchor) Gas Giant: -50% mining +10% combat +5% population +40% credits (http://www.spiralgraphics.biz/packs/planet/index.htm?6#anchor) pictures arent my property... just examples Title: Re: new planets Post by: Cameron07 on September 09, 2008, 02:34:22 PM oh lord.. another update for main without testing comming... i like this suggestion but just test it out first.. no kinks in the update
Title: Re: new planets Post by: Mobius13 on September 09, 2008, 03:02:47 PM well i meant it for wars but yea... it would be nice to have it in the test server first
Title: Re: new planets Post by: Sian on October 02, 2008, 10:15:38 AM hang on, hang on... You guys forgetting about MOONS?
I mean, what'd earth be without the moon? |