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Author Topic: Yet More Ideas  (Read 8111 times)
basill
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« Reply #15 on: November 19, 2007, 03:44:21 AM »

something low players can use as well as high ones but without going overboard helping the higher ones

how about making it so that a planet can raise 1 stat that you can choose, but you have to build modules with turns and you can only own 1 stat planet and the % of stat it gives you drops off from say 25% down to 5% as you get larger also unlike space stations it stays with you anywhere within the quadrant
« Last Edit: November 19, 2007, 03:46:27 AM by basill » Report to moderator   Logged
al3xazz
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« Reply #16 on: November 21, 2007, 08:57:40 AM »

well E i have some ideas how to make planets usefull- though i would like to know if a player will be limited to a certain number of planets or will he be able to get tech to own more planets (something like system fleets) or is it gonna be unlimited 13

general ideas independant on what E answers (mainly applicable to main server since idk whats the wars server is like):

 theres one thing for sure- planet should act as a huge space station (having a lot more hp/att than SS) and it should stop people from doing encrypts (well planets should produce those contracts after all)
encounters wont be blocked by planet (lets say you have a system with SS and planet- automatically noone will be able to do any missions/ encounters there)
planets have no influence on mining

now it gets to the good part 13

if planet number per player is limited (i guess it will be) then the owner of the planet can choose what range of encrypts should spawn- max of that range cant be more than owners encrypt level (if thats posibble to code)

also the planet could give the ability to spawn an encounter in the same system as the planet every 24 hrs (encounter is chosen by owner, encounter fp= owner tp)
-alternative-
planet gives the ability to scan every system in 1 quadrant range (9quadrants in total) showing all the encounters in those systems 1

thats pretty much all .... for now 13
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Silence444
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« Reply #17 on: November 22, 2007, 01:30:36 PM »

well, you said u wanted specific ideas so here are some of my own and the better ones i have seen grouped together with relatively detailed bonuses.

*plz note that there are also some new modules*

-System Structures-

-Space Station-
       Essentially the existing space station but with the additional abilities to house marines, crafts, combat drones, a warp module that allows station to move similar to mother ships and long range scanners (see later). Upgrades would be similar to how they are now

      -Combat Drone-
                   Pretty much you standard existing drone that may have its attack and hp upgraded
   
    -Warp Module-
              Essentially, the space station would be added to your mother ship fleet with all of its ships docked and then be able to move with you at an additional turn cost witch can be reduced with upgrades.


-Mining Facility-
       Essentially the same as the existing mining facility but with the additional abilities to house mining drones, missiles, warp module (see prior) and mineral scanners.

    -Mining Drone-
              Similar to gravity tugs (see later) with the primary differences being that they upgrade minerals capacity and hp instead of mineral capacity and range. mining drones are also much cheaper/smaller.

    -Mineral Scanner-
              very similar to the long range scanner except it improves the chances of randomly discovering new resources (adding to the available resources for mining and planet forming in the area). Scanners may be upgraded to improves their radius of finding resources and their efficiency.


-Asteroid Base-
      pretty much a more risky/physical version of the existing secret asteroid base with higher interest and growth rates. Asteroid bases would house personal cloaking devices, long range scanners, expensive fleet bonus modules (exact rip offs of station devices but with higher costs), cheap emergency warp module and marine housing/training (the ability to deposit marines and have them grow like workers to represent higher quality). the base could be upgraded to improve its hp and credit/worker/rine capacities and would be independent other systems structures as far as warping goes with is own cheeper version of the emergency warp module and may be added to mother ship fleets just like other structures but without the warp module. These bases, unlike mother-ship base, are ALWAY there and must just be de-cloaked. If they are successfully boarded, all creds/some rines/some workers will become the attackers and if destroyed some credits will go to the attacker.

-Gun Station-
      Essentially a VERY tinny VERY cheap version of a space station with upgradeable limits/system that is capable of providing system control, firepower/protection bonuses and significant point defenses. these gun stations may be housed in the mother ship to a limited degree using storage space previously reserved for the market and may be upgraded to reduce costs, improve accuracy, EXPENSIVE system fleet bonuses, protection range and firepower. Gun stations could also be assignable to protect grav tugs within their ranges. Since they are automated, grav station poses the ability to perform with riskier tactics essentially trading hp for more damage ie becoming missiles that shoot while they fly at you.

-Command and Control Station-
       - While space stations can give fleet bonuses and gun stations can give protection bonuses, the command and control station improves efficiency (especially in missile defense) and is necessary for any and all automated units in a given range (which may be upgraded) except the genesis device and its grav tugs. The CaC station would essentially serve as a way to get cheap structure upgrades by coordinating gun sat efforts with grav tugs or by giving the a chance of early detection resulting in a free pre-combat long range volley or the chance to emergency warp without destroying the module based on tactics. the station could be upgraded to improve its efficiency bonuses, decrease costs and improve early detection.

-Freighter-
      essentially a cheaper, faster, lighter non combat version of the carrier used to transport materials and resources which may also serve as a mobile drop off point for gravity tugs and mineral drones. capacities, speed and cost may all be upgraded. may also be used to carry combat supplies such as marines, combat drones and missiles in addition to mother-ship and trade good items but is unable to use them and possesses no defenses, if successfully boarded, a large % of all contents (even if marines) are given to the boarder. will typically be a high priority for marine shuttle teams to defend.

-Carrier-
      essentially a large, mostly automated, ship used to carry additional troops and supplies for system and/or mother-ship defense capable also of participating in a support role in normal attacks. may be upgraded to improve stats, capacities and decrease cost.
   Drones- may carry any variety of drones in limited capacity either to help collect damaged ships, add fire power or slip past stealing a few resources.
   Rines- may carry a number of marines and their shuttles capable of aiding in the assault or defense of ships and structures
   Missiles- may carry any variety of missiles from the classic high explosive to the hunter killer to be stored or fired in combat in limited quantities
            -Missile Types-
                     High Explosive - classic damage/suicide missile. may be upgraded to increase yield
                     Hunter Killer - a missile that seeks out and destroys priority target such modules with a limited chance of success. may be upgraded to improve target variety and success rate. may be upgraded to increase success rate/yield and decrease cost
                     Bio Killer - a hybrid nuclear biological missile that utilizes exotic radiation to destabilize its payload's pathogens dispersing them in to local "quasi space" and allowing them to pass through most shielding in order to reek havoc on workers and marines alike. this missile has a very low success rate on ships and is a priority target for point defenses but is exceedingly effective on enemy planets. may be upgraded to increase yield, decrease costs and increase safety for friendlies
                    Reconnaissance - a small missile that is essentially a suicidal version of modern U.A.V.s designed to help locate hidden targets such as secret asteroid bases, cloaked facility or hidden resources. may be upgraded to increase efficiency of detection and decrease cost
                     E.C.M. - a sweet little missile that serves as huge point defense bonus by giving the carrier the ability to nock down incoming missiles leaving ship point defenses able to focus on other incoming fire. may be upgraded to increase yield and decrease cost
                     Nuke - a medium sized and kind of expensive missile designed for maximum yield releasing a large explosion, electronic interference and harmful radiation. the missile's tell tale signature makes it the number one priority target for point defenses and its large blast radius gives it the potential for friendly damage. may be upgraded to increase yield and decrease cost
                     Solar Striker - a large recently developed borne from the research leading up to the stellar converter that allows an attacker to convert a VERY SMALL portion of a star's remaining harvestable mass in to a massive solar flair which, in effect, serves as a nuke on massive amount of crack. although powerful, the missile is VERY RISKY in that it slow traveling making it an easy point defense target, extremely expensive/research intensive and still experimental with an extreme chance of failure and slight chance of supernova or black hole formation which would alter the star and destroy anything near by. may be upgraded to improve safety, decrease costs and improves success rate.
                     Planet Killer - A cheaper, less energy intensive pre packaged version of the stellar converter. this missile his no effect on ships but, if successful sets off a chain reaction inside of a planet that will completely destabilize it and destroy everything on the ground. may be upgraded to improve success rate and speed of cataclysm. a priority target fro planet point defenses.

-Deap Space Battery-
       Essentially a gun station on crack, the deep space battery is a larger, more powerful longer ranged, more expensive cousin, with reduced point defenses capable of exerting its protection outside of the system. Batteries could be upgraded to improve range, accuracy, damage and reduce costs.

-Warp Gate-
       imagine  a star gate on crack. the warp gate serves as a VERY expensive way to connect to any number of systems to each-other saving travel time for automated gatherers, system fleets and mother-ships alike. efficiency, construction cost, range, number of connections (number of gates it may be connected with at a given time) , and transportable size (amount of mass that may pass through at any given time either/turn/day/hour) may all be upgraded.

-Solar Mine-
       For as long as mankind has looked at the heavens, the stars have remained the greatest single collections of matter in the universe (including black holes) and in a dying galaxy it only makes sense to turn to our most abundant resource. Solar mines are similar to existing mining facilities except they utilize miniature black holes to syphon of large amount of basic elements from stars and then, also harnessing the energy to do so, they convert them in to usable materials such as metals or carbon. efficiency and the amount (only so much can be harvested before the star is drastically changed)/type of raw components yielded would be based on the type of star. star mines could be upgraded to improve their conversion and harvesting efficiencies.

-Service Station-
      Works in conjunction with the deep space shipyard's repair and salvage abilities to essentially boost them up and house salvage drones. the service station may be upgraded to improve capacities and bonuses.

-Salvage Drone-
       A drone specifically designed to hunt for fixable ships after a battle and return them to the shipyard for repair or to be scrapped yielding resources/creds. may be upgraded to reduce cost and improve efficiency

-Deep Space Shipyard-
      Space stations already provide the ability to reduce ship building costs but that has little to do with what the shipyard would do. Based on research level, the shipyard would be able to produce ships to be stored in local structures or as system fleets at a given rate based minerals provided to it by freighters or minerals or mining drones. an example would be a production value of 3x market value for the same minerals dumped into constant production of specific ships ranging from mineral drones to gun stations to a custom mother-ship fleet craft and salvage badly damage ships from large battles in the area (a VERY small % of casualties in a battle) . shipyards would also have the ability to emergency warp, store fleets/minerals/ships inside themselves. shipyards my be upgraded to improve hp, efficiency and storage capacities.

-Deep Space Research Facility-
      essentially a refit of the asteroid base, the research facility changes the abilities of gaining growth and interest in to technological bonus turns, cash and cp. the facility could be upgraded to reduce costs, increase capacities and efficiency. the player may choose what field the research is focused in to.

-Planet Creation- (since after all in the timeline ALL planets are dead)

-Grav Tugs-
       Small craft that can be researched and purchased like drones for space-stations only they would belong to either the mother ship (so that you could move them around) or to a Genesis Device. Tugs would act like little automated gatherer ants and bring back a certain % of materials from within a given radius required for your planet based on their tech efficiency level and the resources in the quad. tugs, if left unprotected, could be killed. Tugs may b upgraded to carry more resources and have a greater range.

-Genesis Device-
       A large fully automated space station that may either terra-form an existing war ravaged planet or choose to create one of it's own. These devices would serve as a base for gravity tugs, missiles, drones, cheap personal cloaking devices, long range scanners and be able to loosely control what type of planet is being created (the better/ the longer it will take). The device could be upgraded have better scanners, higher tug capacity, better cloaking and more accurate/efficient planet creation. Note that it may also receive materials from freighters.

  -Long Range Scanners-
            A system that would allow for the increased detection resources and enemies there by decreasing the amount of time it takes for a tug to locate resources and compounding with mother-ship scanners to find local cloaked targets (things in the quad). scanners may also be implemented in the future to help deal with comets or other space phenomenon.


  -Personal Cloaking Device-
            A much cheaper version of the system cloaking device that would hide the genesis device and any docked units that compounds with other system cloaking devices. It could be upgraded to reduce mineral cost, increase compound % and and raw cloaking ability
.


-New Attack Rules-

-System Combat-
      In order to prevent the total annihilation of a system in one fell swoop, system structure cobat would follow rules similar to mother-ship combat in that the goal is usually a certain% destruction or possibly raiding a local roid bases but that after it goes so far, the target will be "nebulad" losing its control of the system/its resources but remaining untouchable for 24 hours in order to allow the owner a chance to retaliate.

-Point Defense-
       A very small fraction of a ship's shield and weapon's capacity in addition to all defense set aside for nocking down incoming missiles or rolled over into defense from conventional attacks.

*This is all i have time for right now, but i will compile some stuff for the actually planets once they are made and have that edited in to this post sometime later today. Hope this helps some one. also, please note that i am not asking for any and/or all of these suggestions any time in the near future but am simply trying to consolidate/generate ideas.*

-----Update-----

*note that ALL orbital platforms may be boarded and potentially captured*

-New Rule/Combat Order-
       Combat will be formation and priority based. offensive players will be able to divide there fleets in to 3 waves and have the choices of frigate line (middle, large, small), fighter screen (small, medium Large), capital phalanx (Large, medium, small) and any other custom combination. defensive players will be able to set priority targets for each of the three "waves" but ultimately will be restricted to shooting who's in front.

New Rule/Invasion-
       Combat will occur similar to boarding actions. players are given a simple set of tactical options and are left to get their forces down to the surface. examples of tactics would include: blitz-all out attack, guerilla-sabotage runs, standard assault-straight forward conventional combat and siege-bombardment from planetary and space batteries.

New Rule/Planetary Bombardment-
       Players may either designate a fraction of their fleet's firepower to hit the planet and its various occupants or a player, after destroying all opposition, may take up orbital positions and begin regularly shelling the surface in to submission with basic target priorities (structures, military civilians etc).

-Orbital Structures-

-Gun Sat-
     An cheaper, more effective version of the gun station that is limited to planetary and orbital operations and gifted in point defense. May be upgraded to reduce resource costs and increase accuracy/damage/efficiency.

-Spy Sat-
     A relatively cheap orbital platform that is capable of providing a planetary defense bonus in invasion combat and adding in orbital point defense. May be upgraded to decrease costs, increase efficiency, improve detection range and cloak/increase cloak level.

-Orbital Telescope-
     Essentially a longer range version of the spy sat used in adding system and/or quadrant combat via early detection and may also be used to make resource discoveries. Can be upgraded to decrease costs, improve range and improve "resolution".

-Orbital Shipyard-
     Pretty much a smaller/much cheaper version of the deep space shipyard that is incapable of travel.

-Mac Sat-
      A cheap, shorter range, rapid fire version of the deep space battery used for dealing extreme damage to mother-ship fleets but lacking in point defense capabilities. May be upgraded to improve range, fire rate, accuracy and damage.

-Shield Sat-
      An expensive satellite that functions exceedingly poorly by itself but works together with other shield sats and ground based shielding units to function as the planet's shield score. May be upgraded to reduce cost, increase efficiency and increase hp.

-Missile Sat-
      An exceedingly expensive weapons satellite capable of launching missiles in orbital, planetary and system defense of any variety. May also cloak. May be upgraded to decrease cost, improve accuracy and increase missile capacity.

-Marine Station-
      An inexpensive relatively small garrison of elite marines and their shuttle craft. May participate in orbital boarding combat and allow player controlled objectives (may either try to board enemy craft or defend platforms or both). May be upgraded to increase capacity, decrease cost and survivability.

-Grav Sat-
      The single most expensive but probably most useful orbital platform, the grav sat serves as a kind of orbital elevator that allows for cheap/efficient orbital decent and accent of supplies and units. may be upgraded to increase load capacity and decrease cost.

-Orbital Service Station-
       Essentially a FAR more efficient and cheaper version of the deep space service station. the orbital service station may not cloak or move, is smaller and maintains a smaller contingent of salvage drones. May be upgraded to improve efficiency, decrease cost and increase service rate in addition to drone capacities..

-Fighter Station-
        An orbital station that maintains the ability to support limited amounts of any kind of drone and a large contingent of orbital defense fighters. May be upgraded to reduce cost, increase capacities and improve point defenses.

      -Orbital Defense Fighter-
                   A small orbital strike craft resembling a larger, man operated, version of the drone. Unlike the drone however, fighter crews try not to get themselves killed and will only target enemies that they have a chance of victory against primarily serving as additional point defense or shooting down enemy shuttle craft. Fighters, also unlike drones, poses defense and offense only and may get close enough to enemy capital ships to ignore shields. may be upgraded to improve defense, damage and decrease cost.

-Orbital Defense Command-
         Essentially a smaller, more efficient cheaper version of the previously mentioned space station that also doubles as orbital command and control platform that provides huge bonuses to defense efficiencies (especially fighters) and may house drones, marines and fleets. also poses a decent amount of point defense. may be upgraded to improve capacities, decrease cost and improve bonuses.

-Mine Sat-
        A small, week relatively cheap satellite that does very little itself. automatically produces and deploys various kinds of mines. may be upgraded to improve manufacture/deploy rates and decrease costs.
        -Mines-
               High Yield- basically, a small, one shot mine that targets mother-ship fleets the same as the existing missile. may be upgraded to improve yield and decrease cost.
               Nuke- a smaller/weaker version of the nuke missile that will damage random proximity targets. may be upgraded to improve yield and decrease cost.
               Micro Black Hole- a device VERY similar to the nuke that will instead automatically destroy smaller craft and do much more massive damage to capital ships but is much more research intensive. may be upgraded to reduce cost and increase safety.
               E.M.P.- a small mine designed to disable incoming strike craft and missiles. may be upgraded to improve effectiveness and decrease cost.
               Homing- a mine version of the hunter killer missile that instead solely targets capital ships. may be upgraded to improve targeting and yield while reducing cost.
               Flechette- a mine designed to fill an area of space with molten debris essentially destroying any small craft or projectile. may be upgraded to improve yield and decrease cost.
               Cluster- a more expensive version of the high yield mine that is identical except that it gets multiple shots. may be upgraded to increase number of shots and yield.
               Micro Shield- essentially spare orbital defense that may be allocated based on tactical decisions and command and control capabilities. may be upgraded to increase defense and decrease cost.

-Planetary Structures-

*all settlement upgrades and buildings require both credits and building materials/points.*

-Settlements-
     May store resources and workers. may be upgraded to larger settlements and in capacities.
-Camp-
   the smallest settlement available that may mine and provides a small source of building materials that may also house any kind of workers in limited quantities. costs money to maintain. may be upgraded to an outpost.
-Outpost-
   the second smallest settlement available that allows for improved everything from the camp and may house marines. costs money to maintain but less and is better at resisting invasion. may be upgraded to a colony.
-Colony-
   An improved version of an outpost that improves everything and no longer costs money to maintain. may be upgraded to a village.
-Village-
   An improved version of the colony that provides improves everything and brings in a small amount of income. may be upgraded to a town.
-Town-
   An improved version of the village that provides improved everything (including income) and allow for the construction of other facilities. may be upgraded to a city.
-City-
   An improved version of the town that maintains improved everything from the town and offers the ability to invest credits for eventual returns. may be upgraded to a metropolis.
-Metropolis-
   An improved version of the city that provides better everything and far more efficient invasion resistance capabilities essentially turning the entire population in to one big militia. may be upgraded to a hive city.
-Hive City-
   An improved version of the metropolis that offers better everything and offers an extreme bonus to building  other structures and training defense forces.
-Workers-
      civilians or captured slaves that work to advance the commander's agendas. all workers have growth % and yield resources.
Factory Worker- the existing worker that offers credit generation.
Miner- a version of the worker with lower growth rate employed on planets to generate increased mineral income.
Construction Worker- a version of the worker with roughly the same growth rate that provides construction materiel or build points for settlement upgrades and building construction.

-Buildings-
     Non Settlement planetary structures that offer unique bonuses. may be upgraded to improve efficiencies and reduce costs.

-Bunker-
     Relatively strong points that serve marines much the same way that defense serves space craft

-Planetary Fortress-
     Essentially a bunker on crack, each planet is limited to one fortress which also serves in command and control capacities for optimizing unit efficiencies and possesses a small amount of point defense.

-Planetary Shipyard-
     the largest version of shipyard in the game, incapable of repairs and extremely costly. provide large bonuses to large craft production however, getting large ships off the ground is exceedingly costly without a grav shot.

-Missile Silo-
     The planetary version of a missile sat that may fire missiles both in orbital combat and planetary combat.

-Training Camp-
     Essentially a bank for marines. you put in workers of any variety, buy marines, or store marines and they will generate a growth % which can be assigned to planetary defense or shuttled elsewhere.

-Fighter Base-
     A cheaper/larger version of the ground based version of the fighter station. may be upgraded to increase fighter capacities.

-Sensor Grid-
     An intricate array of radars, telescopes and other detection devices utilized for early detection of enemies and discovery of resources.

-Hospital-
     A large costly structure that improves growth rates and reduces friendly casualties in invasion combat.

-Refinery-
     A structure that provides improved replication values as opposed to other mining facilities.

-Flack Cannon-
     ground based structures that provide planetary point defense and shoot down a small number of landing marines

-Shield Unit-
     a planetary shield generator that works in conjunction with orbital units to provide the planet's net shielding value

-Housing Unit-
     a structure that increases civilian/worker housing capacities

-Barracks-
     a structure that increases marine capacities.

-Farm-
     a planetary version of the mother-ship farm that is necessary for large planetary populations and can result in large incomes

-Bean Stalk-
     a planetary version of transporting goods and men in to orbit. extremely expensive to build but VERY cheap to operate.

-Grav Shot-
     a planetary way to move mother-ship fleets into orbit that is the single most expensive build-able structure but requires next to no resources to operate.

-Drone Control-
     a version of the fighter base that stores all verities of drones to be used in planetary combat

-Star Gate-
     a small expensive structure that allows for the cheap, expedient transport of goods and troops to other planets with connected star gates. may be upgraded to improve range and maximum connection number.

-Power Plant-
     a large planetary structure that provides power for all other structures allowing them to function at peek efficiency. (works much he same way food does for civilian and worker populations) may be upgraded to increase energy generation.

New Rule/Allies-
       Friendly units and structures may be present on planets but no settlements larger then cities and only from the same alliance. in the event a player leaves or is kicked out of an alliance, his units and buildings will be dismantled and packed up in to a colony ship which immediately proceeds to utilize emergency warp in the same way existing stations do.

New Rule/Orbital Ascent-
       It costs turns and resources typically to move large amounts materials in and out of a planets gravity well. this is redly circumvented by the grav shot, beanstalk and grav lift.


Alright, this is all i've got guys. If any one can think of something else or something that needs to be changed, i will edit it in at the soonest possible opportunity.

-----Update-----

-Planet Drive-
     A MASSIVE and EXTREMELY costly structure that may be added to a planet essentially tuning it, and its orbital structures in to one big ship with its planetary fortress as the command deck. may be upgraded to reduce cost and improve speed.

-Planetary MAC Gun-
     A nuclear powered version of the orbital MAC platform that fires exceedingly rapidly but unfortunately, due to atmospheric inconsistencies, is only accurate when targeting descending or orbital targets. may be upgraded to improve fire rate and decrease cost.

-Deep Space Battery-
     An experimental alternative to the MAC Gun that utilizes all available sensor arrays to target and fire round through a quasi space portal that theoretically will cause the round to emerge traveling at the same speed and trajectory after clearing the planet's gravitational well. unfortunately, it hasn't been made to work yet but several esteemed commanders still retain high hopes. may be upgraded to decrease cost and increase success rate.

-----Update-----

-Planetary Market-
      A planet-side structure capable of buying/trading one type of item for another. Would work in a VERY similar way to current mineral conversions except rather than disassembling and reassembling the items, they are being liquidated as capital (money) and then reinvested in the items of the commanders choosing. This would illuminate the necessity of missions for items and allow commanders to gain the items of their choosing (potentially turns). May be upgraded to improve input/output rates and decrease cost.

-Orbital Market-
      Functions the same way as the planet side market and may be upgraded the same way but essentially is the next step up in item quality.

-Deep Space Market-
      Functions the same as both other markets but is, yet again, a step up in expense/investment/quality from the orbital market. may be upgraded the same way as well.

-Industrial Plant-
      Used to convert anything (building materiel, cash, workers, marines, minerals etc) in to items of the commanders choosing by spending raw resources and using people/machine to supply the labor. May be upgraded to decrease cost, increase output and improve safety conditions.

-Orbital Supply Merchant-
      Used to buy/trade chance commercial items generated by the planetary and system market. Efficiency varies based on players correct choosing of market trends and desired output. Differs from markets in it may be used to take risks/gamble on market trends. may be upgraded to decrease costs, improve storage capacities and outputs.

-Deep Space Merchant-
     Essentially the same as the orbital merchant except its success is tied with the quadrant/galactic economies. may be upgraded the same as well with the exception of improving its range of operation.

-Corporate Sector-
     A planet-side structure that allows players directly spend credits developing their planet's economy. Increases settlement income and provides jobs/higher tax income and moral. May be upgraded to improve efficiency. success fluctuates based on plenary economy.

-Orbital Investment Firm-
     An orbital structure that allows randomly generated ai investors to invest in a planets economy in addition to other players. all funds received here are tracked and require the player to pay returns by a given deadline that will be automatically deducted from their stash. before pay out, the fund will be directly moved in to the planet's corporate sector and spur development ideally helping both investor and investy. makes a profitable option for players without the resources to build planets of their own and allows alliances to work better as a team. may be upgraded to improve efficiency, decrease cost, alter pay out times and receive larger investments.

-Planetary Bank-
     A version of the orbital investment firm that instead borrows against the planet's economy. Borrowing limit and interest rates are relative to size/prosperity of plant's economy. may be upgraded to improve interest rates and increase borrowing limit.

-Senate-     
     A structure with little function other then to improve planet moral, civil liberties and regulate the local economies. may be upgraded to decrease costs and increase output bonuses.

-Galactic Embassy-     
     A structure that functions similarly to the senate which instead regulates system/quadrant economies and provides a larger moral boost. planets with these structures orbiting them are extremely well established and highly stable worthy to the point of recognition by the galactic counsel granting their holders membership in the galactic council and votes in council decisions. Planets with these structures are also unlikely to invaded as such an act would be punishable by the council and its fleets. membership in the council also requires token payments of ships, creds, workers, soldier and materials for mutual galactic benefits/projects. may be upgraded to decrease costs and improve efficiencies.

-New Rule/Economies-     
     essentially a catch all for galactic economics based on calculations of regional buying trends and growth that exist on multiple levels such as galactic, quadrant, system and planetary. while player's spending ultimatly determines the state of the economy, the council and its decisions help to regulate it.

-New Rule/Moral-     
     At all levels people, both collectively and individually, have moral. moral effects productivity and success rates on all levels from planetary to shipboard to galactic and fluctuates based on the economy, civil liberties and war success.

-New Rule/Galactic Council-     
     The galactic council is essentially an ai/emi tat spouts off predetermined legislation based on in-game trends which players may vote on utilizing galactic embassies that effect everything from declaration of war to economic policies. (may potentially evolve or split in to a United Nations in space type deal)

-New Rule/Civil Rights(Liberties, Freedoms etc)-     
     While in space, it was widely accepted that autocratic martial law was needed to maintain the order and efficiency of the few remaining fleets/mother-ships of humanity but now that humanity has returned to planets, people quickly realized that the time of autocracy had come to an end. Civil Rights/Liberties affect moral, the economy and working conditions/productivity. (Certain galactic minimums may potentially be established by the council)

« Last Edit: December 09, 2007, 12:22:46 PM by Silence444 » Report to moderator   Logged

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« Reply #18 on: November 22, 2007, 03:05:31 PM »

i read about half of it, all that stuff would be really cool, but if even 10% of those were added it would change the game completely.

good ideas, silence.
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« Reply #19 on: November 22, 2007, 03:23:49 PM »

brill ideas and the ideas themselves i cant see holes in but imagine the turns needed for that  2
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« Reply #20 on: November 24, 2007, 10:47:51 PM »

lol
and the cp  16
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« Reply #21 on: November 25, 2007, 02:06:49 PM »

lol ehh, maybe there is a way to do it without turns/cp for example the research could just be RLY credit intensive and production could be like current production just with different costs and the ret could potentially be automated which would mean the only turns u rly need would be those spent mining and moving around.

regardless of how/if it gets done, 10% of these changes would definitely shake things up
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« Reply #22 on: November 25, 2007, 06:58:38 PM »

No time to read it yet but tomorrowz  12
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« Reply #23 on: December 02, 2007, 05:40:36 AM »

Silence - good idea's, and obviously a bit of time thinking and compiling.

One issue with your post is is its a bit over loaded.  If we are talking specifically about planets and their uses - try to condense out what you see as the critical components - and also the things you like the most.

Try a re-organization of your post, no-ones a dummy here - but your post can generalise a lot of things youve been specific about.

Start with some generalizations - I like your ideas though.
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« Reply #24 on: December 02, 2007, 05:45:00 AM »

Start wirth what you think would be most important to add, as I doubt everything will get implanted directly, and I think most others dont want to read the list and write comments about everything they think should be different. 16
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