I've long wanted to see planets become strategic resources instead of big chunks of rock to be mined and forgotten. And after playing a round of Sins of a Solar Empire last weekend, I have a more concrete suggestion on how to do this.
I suggest that some planets (perhaps 5 - 10% probability) have an aura, some kind of special effect. Any planet with an aura should have both a buff and a debuff for balance purposes. These buffs and debuffs affect any stations or ships within their sector, and completely disappear if a planet is mined past 25%. This gives players and factions an incentive to keep and hold planets and possibly build strategic bases as part of their infrastructure to gain an advantage.
Planets are undiscovered at first. To discover such an aura, I propose a new kind of systems block, some kind of planetary survey module.
Here are some ideas for buffs. I'm not including percentages but I figure the bonuses range from 5 - 50% randomized, making each planetary aura/effect unique.
Now for some debuffs. These are similar to buffs, but I suggest they operate for a larger area. Buffs only work in the planet's sector, but debuffs may extend a sector or two away from the planet.
And I'm sure there are many more buff/debuff ideas out there.
I suggest that some planets (perhaps 5 - 10% probability) have an aura, some kind of special effect. Any planet with an aura should have both a buff and a debuff for balance purposes. These buffs and debuffs affect any stations or ships within their sector, and completely disappear if a planet is mined past 25%. This gives players and factions an incentive to keep and hold planets and possibly build strategic bases as part of their infrastructure to gain an advantage.
Planets are undiscovered at first. To discover such an aura, I propose a new kind of systems block, some kind of planetary survey module.
Here are some ideas for buffs. I'm not including percentages but I figure the bonuses range from 5 - 50% randomized, making each planetary aura/effect unique.
- Refining Speed Bonus
- Refining Productivity Bonus (more capsules per ore/shard)
- Refining Efficiency Bonus (less power required)
- Factory Speed Bonus
- Factory Productivity Bonus
- Factory Efficiency Bonus
- Reactor Output Bonus
- Weapon Damage Bonus
- Weapon Range Bonus
Now for some debuffs. These are similar to buffs, but I suggest they operate for a larger area. Buffs only work in the planet's sector, but debuffs may extend a sector or two away from the planet.
- Refining Speed Penalty
- Refining Productivity Penalty
- Refining Efficiency Penalty
- Factory Speed Penalty
- Factory Productivity Penalty
- Factory Efficiency Penalty
- Reactor Output Penalty
- Weapon Damage Penalty
- Weapon Range Penalty
- Thrust Penalty (makes it harder for ships to take off or maneuver)
- Jump Drive Charge Penalty
- Scanner Damper (scanners/antennas do not work)
And I'm sure there are many more buff/debuff ideas out there.