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Player Base Extension Pack - Printable Version +- Discovery Gaming Community (https://discoverygc.com/forums) +-- Forum: Discovery Development (https://discoverygc.com/forums/forumdisplay.php?fid=7) +--- Forum: Discovery Mod General Discussion (https://discoverygc.com/forums/forumdisplay.php?fid=37) +--- Thread: Player Base Extension Pack (/showthread.php?tid=129527) |
Player Base Extension Pack - Cheetah - 05-18-2015 After deploying a storage base for ore miners and playing with it for a bit, I thought up a few ideas about making the POBs more involved in roleplay, a bit easier to maintain, easier to build up, and more interesting for newbies and ordinary players - because now they are only interesting for rich veterans as production facilities for special equipment, which an ordinary newbie/amateur player does not need and does not able to afford it. So, here are my ideas about new base modules (not quite balanced, any comments are appreciated): 1. Station Biodome A typical greenhouse which can be found on some stations, most notably Freeports. It produces food rations (or maybe other types of food should be added, like Luxury Food or Kyushu Rice), oxygen and water (from 200 to 400, needs to be balanced) each 10 hours (just before the crew FOW tick), effectively eliminating the need to bring life supports. However, biodome require Xenobiotic Filters (100-300 units each 3-7 days) to process waste, waste water and CO2 back into pure water and oxygen needed for the plants, otherwise it will cease to function. If biodome production surpasses crew requirements, excess FOW will go to base cargo. If the base owners do not want to waste space on so cheap commodities, they can issue a command for that module to reduce FOW production to level equal to crew consumption. Very useful module for a base located far from main supply lines, or for those who are too lazy to run regular supply shipments. Building Cost: 20 000 Hull Segments 5 000 Robotics Hardware 7 000 Industrial Hardware 8 000 Xenobiotic Filters 5 000 Polymers 2. Asteroid Miner An external module (like a weapon platform) which mines ore. To produce ore, it must be placed within ore field, and it will produce that type of ore which drops from the field where the miner is located in (like an ordinary mining ship). Mined ore is automatically transferred to base cargo bays. Default mining speed is equal to shooting 5-20 stones in a minute (depends on field density), ore yield per stone is determined with standard mining bonuses and drop rates (miner activity also have influence on drop rate - so, if you leave a miner for a night, it will deplete the field, setting drop rate to very low numbers both for your miner and any ordinary mining ship who wants to mine ore here). By default, Asteroid Miner has bonuses for mining ship and mining turret (although there's no real turrets). If a base affiliation is set, Miner's yield is further modified as for matching ID/IFF (for example, if IMG base mines Copper Ore, Miner gets a x3 bonus, because ships with IMG ID/IFF get x3 bonus for Copper). If no affiliation is set or if aff. is set to Freelancers, Miner gets bonus as Independent Miner (not to be confused with IMG - that's Miner ID). Miner has 1.000.000 HP and it does not respawn after destruction - you will have to build it again. However, a miner is protected with base shield, and dealing damage to miner will activate base shield, thus protecting the miner. Miner suffers from Wear & Tear damage (100 hp/cycle) (200 hp/40 seconds), which is repaired by base repair goods. Miner also uses 1 Mining Machinery per 20 seconds when active, and if base will run out of Machinery, it will automatically shut down. It can also be shut down manually by a command (something like "/base miner <slot_index> <on|off>") to preserve Mining Machinery when mining is not needed (i.e. if base cargo is full with ore or if drop rates are lowered beyond profitable level). Warning: Asteroid Miner has no weapons to defend itself. To keep it safe, base owners need to either have good relations with all who might "remove" the miner or build weapon platforms around it. A POB Miner is conceived to be a costly and slower way to make money compared to mining 'by hand'. The only thing the Miner saves is time for those who are too lazy to mine or are too tired of monotonous asteroid shooting. Building Cost: 20 000 Hull Segments 20 000 Hull Panels 12 000 Industrial Hardware 5 000 Optronic Arrays 15 000 Mining Machinery 2 000 Reinforced Alloy 2 000 Super Alloy 3. Multipurpose Smelter The Smelter can smelt ores into ingots, scrap metal into manifolds, and ingots into alloys. The latter is the most important function for building self-sustaining base, as it can combine Tungsten and Cobalt into Reinforced Alloy, which is used for base repairs. Because it's pretty useless for anything except producing alloys, it's building cost is low. Building cost: 10 000 Hull Segments 7 000 Industrial Hardware 3 000 Robotics 5 000 High Temperature Alloy 1 000 Optronic Arrays 4. Assembler This facility can assemble alloys produced in Smelter with some other industrial commodities and craft base construction components. For example, it can combine Polymer, Hydrocarbon, Boron, Basic and Super Alloys to produce Hull Segments. Building Cost: 10 000 Hull Segments 20 000 Industrial Hardware 20 000 Robotics Hardware 7 000 High Temperature Alloy 3 000 Optronic Arrays 5. H-Fuel Production Facility No more Kusari monopoly on H-Fuel production! With this device base owners can mix Deuterium with Helium-3 to make their very own supply of H-Fuel. He-3 is mineable, while Deuterium can be obtained from Zoners, who are neutral to most fractions, thus effectively lowering base dependence on H-Fuel supplies. Building Cost: 10 000 Hull Segments 10 000 Plasfoam Conduits 8 000 Optronic Arrays 15 000 Industrial Hardware 10 000 Robotics Hardware 5 000 Nanomembrane Filters Discuss. P.S. If the above modules will be integrated in game, I think that base module slot number should be increased - perhaps to 4 slots/core level. RE: Player Base Extension Pack - Goldberg - 05-18-2015 I like the conzept from the Asteroid Miner, really nice. it would be really nice when we get this in disco. But on the other hand ithink independent miner get a problem, because when you have in any mining field 2-3 asteroids miner, the drop rate will die, so only the base owner could sell this ore, and indie miner would die. RE: Player Base Extension Pack - Cheetah - 05-18-2015 Base owner's profit will lower too - maybe even beyond self-sufficiency level. Remember, Miner eats Reinforced Alloys, and it eats 4320 alloys/day. It also consumes 1 Mining Machinery per 20 seconds of mining (that's, again, 4320 MM/day). This means that the supply cost is at least 4320*250+4320*200=1,944,000 cr. So, it should be much more profitable to preserve Machinery until night, when there's not many indie miners are in the field, and the drop rates are maximal. However, maybe number of Miners in same field should be limited. RE: Player Base Extension Pack - WesternPeregrine - 05-18-2015 Mining Field's drop rates don't decay from use now. That systems was removed many months ago, due to the (at that time) lack of population, and the annoyances it caused. RE: Player Base Extension Pack - Black Jack - 05-18-2015 1. Station Biodome It's very good think when your base is hiden in deep nebula and you can't carry there needed goods all the time. Or it could be really nice if you want to make your base also look a bit better (like Freeports maby). I really think that only 1 type of base isn't enouth. There are many types of bases in disco. Mining bases, Trade centers, Bars, bse as defence like in New-York, production facilityes (modules construction). 2. Asteroid Miner This is also good idea. As far as i know not everywhere in system only 1 mining field. You may put that mining turret in 1 of fields in system that's all. Dublin have 4 gold fields, Omega 11 got 3. Most of systems got few fields for mining ore. Also people can't find miners all time when needed and bases not always have ore to sell. So solution is to create mining drone ![]() 3. Multipurpose Smelter This will only need if there will be no more simply gold, diamonds on NPC base. Miners can mine ore, POB's can make it ignots. Like from Uncut Diamonds base can make simple Diamonds, Gold ore - Gold and other. And ready commodity will cast like ore, or even higher as smelter will take time to produse goods and it will need some sort of commodity for production. 4. Assembler This is too much ![]() ![]() 5. H-Fuel Production Facility And this is really not so good. You really want to mix Hellium 3 that casts almost 10k with Deutrenium that casts 1k-3.5k on almost every zoner station just to make H-fuel? And still you will bring Hellium 3 from Kusari because only Okinawa have it. Or mabe some Sigmas also. I think i saw Hellium 3 in SIgma 13 and 19. RE: Player Base Extension Pack - StarRaven - 05-18-2015 I tell ya, I'd be the first to build a biodome for my POB....excellent idea my man.....and I as well like the miner idea, only thing with that is that people have been complaining about pob's being built inside of mining fields that are active....but an excellent idea non-the-less.....DEV's, please look at this thread PPPLEEEAAAASSSSSEEEEEEEE!!!!!! -StarRaven- RE: Player Base Extension Pack - Cheetah - 05-18-2015 (05-18-2015, 11:10 AM)Black Jack Wrote: 4. Assembler 4. It's often a long time to fly and it's sometimes impossible to grab. For example, Fusion Diodes are sold only on one base, and that's Kruger base. So, if you're in bad relations with Kruger - you are unable to build many modules, including base itself. The only opportunity to get Diodes in this case is to make new civilian char then buy diodes, which is very OORP. 5. Deuterium costs 500cr on Gran Canaria. And you really can mine He-3 in Sigmas for free. So, the manufacturing cost is 500 cr, and selling price is 3300 cr (New London). So, it's perfect for stealth-bases. RE: Player Base Extension Pack - Exploration - 05-18-2015 It's clear you've put a fair amount of thought into the idea, and this itself is worth the credit. I do like the idea though, I've had bases and rapidly lost interest in them one way or another. I think if the bases actually produced something so they'd sustain themselves id have more reason to keep it alive - at a cost none the less but of considerably less materials from what i've read. But i sense that those who despise POBs would probably want them much easier to destroy than they are now or some counter to this since that's the way of the community. To me a base is a base, they should be very difficult to destroy due to the amount of work that is put into them. But that's another matter altogether. I like the idea of the aesthetic appeal the most, since they are generic looking bases let's be fair. I sincerely hope the Devs when they get a moment look into this, it might open up more purpose for these things. Good idea overall RE: Player Base Extension Pack - Highland Laddie - 05-18-2015 Some of these seem like they would require more supply materials than the ones you listed. Like, if you're talking about never having to supply FOW again (something that normally requires an SRP), it shouldn't be something you can do in a matter of 1-2 hours of trading. RE: Player Base Extension Pack - nOmnomnOm - 05-18-2015 I would have to disagree when you say only veterans can build the base as it is now... Anyone can really do it and I have seen examples of new guys doing a good just with making and holding a base up... But maybe you mean you dont wish to always be needing the attention to have the base up? Yea that requires work to accomplish sadly... A core 5 takes no RA and more work is required to have FWO done for you to not worry about it... The mining stuff... I can see the smelter being cool but not the base itself mining... People have a hard time as it is with balancing a base in a mining feild. As much as I like the base making money by itself... I wouldn't want to see it happen. |