*Not all of these have to be done all at once. This is progressive.*
I've talked to many players new and old and most of them had the same answer when it came to harvesting; "farm the planets!"
Say what?! I thought planets were supposed to be something special in a universe.... I mean even in Dead space where we see planetary mining the lore specifically stated that mining planets was needed but, the cost of destroying such planets was much greater than acquiring the resources to live (which meant the earth slowly fell into darkness).
So corporation's were asked to have permits for such an endeavor.
What I'd propose is to balance out how the universe is harvested with these addons:
I've talked to many players new and old and most of them had the same answer when it came to harvesting; "farm the planets!"
Say what?! I thought planets were supposed to be something special in a universe.... I mean even in Dead space where we see planetary mining the lore specifically stated that mining planets was needed but, the cost of destroying such planets was much greater than acquiring the resources to live (which meant the earth slowly fell into darkness).
So corporation's were asked to have permits for such an endeavor.
What I'd propose is to balance out how the universe is harvested with these addons:
- Add in a new planet type (Gas Giants) - These would be used in junction to produce materials such as lights, fuel types, etc.
- You would need a gas harvesting module applied to an orbital station that would link up to the planets atmosphere below.
- The larger the harvesting module the more powerful the collection.
- This also mean we would need AI to help with transporting goods to storage hub or shops.
- Have a minor chance of generated planets to be inhospitable and so planet crack loving players can come over and farm the hell out of it.
- You would need a gas harvesting module applied to an orbital station that would link up to the planets atmosphere below.
- Player Controlled AI mapping - Let the players dictate how the AI's will work. Main concern would be the AI pathing along collision boxes (in relation to distance and speed). (Games that have done this (that I know of) are X3 series and an old game called "Shores of Hazeron")
- Give the player the ability to dictate the actions of their new AI ship
- The amount of ships would be determined by the amount of planets *said* player has under faction control.
- However these ships need to be piloted so these planets will need a barracks (or home) with a "home" module applied.
- The amount of citizens spawned will be determined by how big you declare the residence to be (much like the turret) and with a maximum spawn counter.
- AI needs to eat so if there's an inventory in the area have the AI find the closet inventory box or shop and have them pay a small fee to eat it. This is also applied to pilots but it would be determined how far the ship is to the shop/station much like our ships today.
- Having them eat will need farms with a certain size to produce them and AI to harvest it.
- AI need to be happy so bring on the sprites (alcohol). If you want it to be more family friendly just call it (store products).
- This means you'll also need business modules to produce these with AI to control them.
- If you do decide to have beer or w/e added you could have it be a distillery and how it would work would need logic blocks or basic factory requirements.
- Lastly these planets and ships with the citizens in them need to feel safe. You'll have to have marines or officers manning the perimeter to satisfy their safety bar.
Main three: Hunger, Happiness, and Safety, (if you want to add thirst by all means)
- Anything in the planet would not be loaded until someone begins entering the atmosphere first of course.
- Give the players a LOD slider if possible so we could still see that there's something there but, don't have to generate and simulate everything all at once.
- Better Sound Effects (Currently working on myself)
- Planetary Sounds; wind and birds chirping
- In game Music; pirate encounter, wormhole encounter, cycled orchestral or instrumental, planetary music
- Better Effects (Currently designing)
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