I think your right Dab, the thread is already too loaded with ideas here. I might make a new thread about the specified weapons idea after revising and improving it. Yet, I would be more than happy to see your ideas in your replies, at least about its possibility:)
Ah, a fellow starcraft player I see, been a while since I hard Fenix saying this :)
Planets...
Been planetform before, terraforming something takes ages. Harris and California minor... Still remember the blockade run and the clashes with HF, ancient times.
Anywho, in case of planets, the goodie stacking idea will be critical. Not only money. Terraforming gasses, alien organisms, oxygen, construction machinery, alloys, hydrocarbons, possibly weapons... dozens of commodities required for it. Terraforming takes time, that's for sure. That's why factions should have a good wait before the planet becomes hospitable.
And before it does.
There's a multitude of planet types. Ice, lush gree, desert... Each one, especially the new, uncharted ones should have economic and practical info displayed in the infocard. Minerals, time to terraform, if suitable for it at all, lifeforms (if present) and so on...
Then, when the interested faction stacks the needed goods and pays for the process, the clock starts ticking.
When it's done, the planet basically produces the raw minerals indicated in the infocard. Those can be luxury food, alien orgs, food rations, minerals, perhaps wood (a commodity I honestly miss and which could serve as a luxury - furniture and so on). The planet might also be developed like the stations. Naturally thanks to the abundance of space, there could be more than one field of development. Especially high-tech commodities, like military vehicle, light arms, optronics and engine components.
One more interesting thing to do about planets is their population growth. This will occur by buying a quite special addon. For housing too requires money. Such an addon would enhance the demand for consumer goods and other things of this sort. What more can change? The planet's city model. From the rogh Harris building type, through scarce life on Malta or Crete to the huge Los Angeles city type.
Good ideas on the planets. Especially about the commodity productions. Some commodities would require different things to begin production. Such as, the planet can't make Military Vehicles right off the bat. Might be able to produce Copper from mines, or Gold, etc. But manufactured vehicles would require something a little extra. Maybe the population could be used here. Starting planets would have low populations. Later on, it becomes more populated, city grows large, manufacturing of certain commodities starts in earnest. Perhaps the owner talks to modders about what commodities it manufactures. Of course, some might not be available in certain parts of the galaxy, to stop ultra-routes.
The minerals able to be gotten from a planet makes terraforming good too. Instead of everyone rushing for the luch green planets, some might go for desert planets that have a higher chance of diamond production, or an ice world found to contain Artifacts. Many possibilities. First thing I'll be working on if Igiss gives us the go-ahead on this, is to add planets in alot of the empty systems. Probably about 85% of them will have planets, 25% with 2, and a very few with 3 planets. I'll decide on minerals and things determined on type of planet (Ice, Lush, Forest, Storm, Desert, etc) and put those in infocards. Make none of them colonized. Then add asteroid fields and nebulas around those systems.
That's exactly what I wanted to get implemented a long while ago. Systems never touched by human hand, naturally-occuring stuf only. Asteroids, planets, nebulas and All the stuff mother nature could have put in there.
A clean page, destined for further development.
As for artifacts, the matter could go interesting.
Research stations. A very specific type of station, separate from the ones listed above. Would naturally cost much more to build. Such a station could work on a few fields. Xenoarcheology, equipment technology, ships, science and a few others, with which Ican't come up with just yet...
This sort of station, depending on the field it's crew would be loking into would buy different goods. Xenoarcheologists will need artifacs, technicians will need alloys, optronics, superconductors and construction machinery. Ship research teams will need quite the same, but with engine components, H-fuel and MOX. Scientists will gladly accept alien organisms, raw materials, optronics, and yes, cardamine and synthetic marijuana. The antidote needs to be made somehow ;)
The results of this reseach (naturally paid for) will be quite various. Xenoarcheologists for example will have trememndeous infulence on infoards, rumors and news, enriching the RP significantly. They might also discover some new weapon, some reverse-engineered alien prototypes, some very rare (and expensive) thruster... A new type of scanner with a little alien goodie inside...
These bases would also be subject to upgrade, each one would increase the demand on goods and speed the "research" up
I liked the idea of making clan-made equipment. heh, you can bet we would modify the zoner furies to sound like the KEWs mounted on vipers. matter of sound change. the IMG nosferatu 30mm autocannon ;) Universal gun, using little energy, giving a very nice projectile speed and refire rate. At the cost of firepower. A bit. Could be a level 10 weapon as the vampire IV is the IMG's lv 9.
However in order for this equipment research to work, every project will have to be discussed with the admins. The new gun/shield can't go too uber. Same thing applies to missles/ torpedoes.
If we DID make faction equipment.. Zoner 6 would never be constructed.. Instead Zoner's Fury Cannon would (And be Neutron-damage)..
Research station.. I was just going to have it cost however much a station that size was going to cost. So if you used a medium-sized base for your research station, it would just cost the medium-sized base cost. Since research stations just have commodities like all other stations, and them being research stations being the only reason they are getting commodities they are getting. They really don't do anything more than other stations do, except be called research stations. Though I'll keep the commodities related with types of research stations in mind.
i think u guys are making it complex u add perfab bases u add them to the game like ships r added to mods i dont want to download a meg every week thats like 4 megs a month 48 megs a year ull just keep making the mod bigger and bigger and at first it would be alot more than a meg a week i have a huge hard drive iam far from filling it up but what about other ppl who dont have that . my computer wouldnt have a problem thou
' Wrote:i think u guys are making it complex u add perfab bases u add them to the game like ships r added to mods i dont want to download a meg every week thats like 4 megs a month 48 megs a year ull just keep making the mod bigger and bigger and at first it would be alot more than a meg a week i have a huge hard drive iam far from filling it up but what about other ppl who dont have that . my computer wouldnt have a problem thou
For the hundredth time. WE WOULD NOT have the mod downloaded every week. These bases would be included just like the normal modded ones are. You would pay, construct, etc, then you would see it when the next mod version was released.