I know this is not embodied, but nevertheless I think it necessary to voice the idea.
Player base that will produce food, goods and animals will grow. The game should be involved in any of the available resources.
Electricity (solar module):
Necessary for all plants and modules.
For example:
Built a solar panel will produce 10 MW of electricity - enough for two levels of the base in which to plant only.
Estimated consumption:
1) a factory - 2 mW (the production of engines, components, metals)
2) a biodom - 0.5 mW (food or plants)
3) a farm - 1 mW. (Animals)
4) The Academy of the station or rest - 1 mW
For example:
The player has the opportunity to build biodom (like freeports have) (dome) on the free slot for the construction of the modules.
So he brings the right products for the construction and building dome.
After construction, he orders a batch of food on it (or database automatically generates a time).
In format, biodom required to provide it:
1000 (units of water) + 1000 (units of fertilizer or Terraforming Gases) + 1000 (oxygen units) + 0.5 (mW power) = 10.000 (units of food, or tea, or tobacco). He can pick up and sell or leave based on the supply for food, as a base personel.
Or let's say the production of silver:
1000 (units of silver ore) + 1000 (Mining Machinery) + 2 MW of electricity = 10,000 silver. Not necessarily money that we get used to the sale, it can be used for production-based technology, which should be silver.
The production of superconductors:
1000 ore niobium (or just 3000 niobium) + 500 units of bauxite (or aluminum in 2000) + 2 (MW of electricity) = 10000 (units of superconductors)
Or the production of superalloys:
1000 cobalt ore (or 2000 cobalt only) + 500 units of aluminum ore (aluminum or 1000 only) + 2 MW of electricity = 10,000 units of superalloys.
For the farm:
Farm in the form of biodom, only growing animals
Requires:
Food (1000) + oxygen (1000) + Water (1000) + 1000 (Synthetic Marijuana *** Joke ***) + 0.5 (MW of electricity) = 2500 Gaian Wildlife.
For pirates: ^ ^
Laboratory of Human Organs:
all pilots except the spaceship crew and scientists - will be processed in human organs.
For example:
1000 (civil, VIP, gunboat captains, refuges and others) + (500) robotics + (500) Scientists + (1 mW) power = (10000), human organs.
Production of luxury foods:
1000 (food) + 500 (Gaian wildlife) + 1 (mW power) = 10 000 (luxury foods)
____________________________
This is all give more roleplay in game.
Pirates will be looking for people to break up on human organs. Corsairs and zonery biodoms will build around themselves.
Liners will carry people to the relaxing bases.
Academy will create military pilots.
All this will be profitable if you put in the right place.
For example farm and biohouses - near Crete.
This will require a slightly different kind of base. The foundation will be the same, but only the improvement of the base will look like a regular stick, but that's as far as building something on it, the base will have them there.
For example:
If a player builds a solar module, the first appears on a stick solar panel.
Then he builds biodom - this will be a regular biodom as freeport, but already the next place, following the solar module.
If he builds a factory - it will look like a block from the factory with smoke and the sounds emanating work.
If this will be the Academy or an apartment - do just as tall towers with lights where supposedly people live.
This will add an incredible interest in the game and role-playing game in the plot.
Sorry for bad English, I had to use an interpreter.
The overall concept sounds good, however there are a few issues with it.
First: The amount of the product has to be less than the overall amount of the resources invested.
Second: You exluded the usage of spaceship crew as an ingredient from the human organ plant. You should have excluded it from the production of Marines as well, consuming them while their presence is neccessary for a base to repair itself can cause problems.
Third: I don't think the production of any personnel other than slaves or marines is a good idea.
' Wrote:Sounds like some crapville from facebook. Let's keep Freelancer in age of technogy and innovation.
like what? never heard of crapville. I think the Idea is just perfect.
"Let's keep Freelancer in age of technogy and innovation." since u can build a base you should be able to do more with it not just power upgrading it and sellin cloaks and all of that other stuff for alot of money.
so
How to make the right to identify belonging base?
When we load the necessary materials, we will add the ID of the faction to which it will belong.
For example:
need
140 Polymers
140 Industrial Materials
100 Basic Alloy
140 Super Alloy
50 Optronics
50 Cryocubes
30 Nuclear Devices
1 RM ID
/base deploy =
RM base (affilated with RM)
so what base will have in enemies by ID - they will be enemies to base (only delete NPC from this,hehe,or when NPC will shot base - do that shield will not activating,only from players shooting)
About weapons,production and other.
Every ID will have it own rights to produce.
This is mean that only Daumann affilated bases will have right to produce diamonds from uncut diamonds.
Or only military affilated bases can produce high secret technology.
For example:
Bowex base:
can have unlimited cargo storage
can build ships
cannot produce secret weapons
cannot produce some goods
can have biodoms
Kruger base:
can have biodoms
cannot produce weapons
can produce specialized type of goods (silver ore > silver,cobalt ore > cobalt)
can have unlimited cargo storage
cannot build academy or relax bases,or laboratory
Id not changing,because player can build special type base,and then change ID.
For example:
Building Kruger base,and then changed it to Hessians.
Want change ID > destroy base or sell to some body.
This is technology like with miner profit.
Some body cant mining,some body good mining,some body perfect mining but only some type of ore. This is the same.
Someone have privilege with his ID,to do\build something,which other cant do.