Rarify Resources

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    Suggestion: Make planets and asteroid belts more rare.

    Still have some systems that are very rich, but make most systems very poor or even mostly empty, and have a spectrum in between those.

    Reasons: Makes extensive exploration a prerequisite to industrial activity (thus making exploration genuinely rewarding in an organic way as opposed to instituting some contrived system of rewards to incentivize arbitrary exploration). It also adds to the market value of useful resources and makes trade (ergo merchant, pirate, and escort roles) and territory more important, thus creating better organic incentives for conflict and politics in-game.

    I feel this is a suggestion relevant at this time while Schine is moving towards re-organizing the universe.
     
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    Sachys

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    Suggestion: Make planets and asteroid belts more rare.

    Still have some systems that are very rich, but make most systems very poor or even mostly empty, and have a spectrum in between those.

    Reasons: Makes extensive exploration a prerequisite to industrial activity (thus making exploration genuinely rewarding in an organic way as opposed to instituting some contrived system of rewards to incentivize arbitrary exploration). It also adds to the market value of useful resources and makes trade (ergo merchant, pirate, and escort roles) and territory more important, thus creating better organic incentives for conflict and politics in-game.

    I feel this is a suggestion relevant at this time while Schine is moving towards re-organizing the universe.

    Surely this would require working scanners first? O____o
     

    Sachys

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    I assumed that as an eventual given, yeah.(y)
    Id honestly like to have it working already.

    Its a bit like cooking pasta - its more difficult to do without a pan to cook it in. O____o~
     

    jayman38

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    If I had my druthers, I'd like to see systems spread out a lot more, effectively making them more rare for thruster/non-FTL travel. Maybe set FTL drives with minimum sector-travel distances, depending on support chambers. (More/better support chambers = shorter minimum FTL travel distance, simulating more accurate jumps) (E.g. 8 sectors basic FTL distance translates to 64 up to 128 sectors in the new FTL system, with things spread out over 4x as much distance, yielding a 4x increase in effective maximum FTL distance, but setting a minimum jump distance of half that. With more FTL chambers, your simulated "precision" might bring the minimum FTL jump distance down to 8 or 16 sectors (2 or 4 sectors in the original scale).
     
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    OfficialCoding

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    Suggestion: Make planets and asteroid belts more rare.

    Still have some systems that are very rich, but make most systems very poor or even mostly empty, and have a spectrum in between those.

    Reasons: Makes extensive exploration a prerequisite to industrial activity (thus making exploration genuinely rewarding in an organic way as opposed to instituting some contrived system of rewards to incentivize arbitrary exploration). It also adds to the market value of useful resources and makes trade (ergo merchant, pirate, and escort roles) and territory more important, thus creating better organic incentives for conflict and politics in-game.

    I feel this is a suggestion relevant at this time while Schine is moving towards re-organizing the universe.
    Yeah I think Schine is planning on implementing something kinda like this in The Universe Update.
     
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    If I had my druthers, I'd like to see systems spread out a lot more, effectively making them more rare for thruster/non-FTL travel. Maybe set FTL drives with minimum sector-travel distances, depending on support chambers. (More/better support chambers = shorter minimum FTL travel distance, simulating more accurate jumps) (E.g. 8 sectors basic FTL distance translates to 64 up to 128 sectors in the new FTL system, with things spread out over 4x as much distance, yielding a 4x increase in effective maximum FTL distance, but setting a minimum jump distance of half that. With more FTL chambers, your simulated "precision" might bring the minimum FTL jump distance down to 8 or 16 sectors (2 or 4 sectors in the original scale).
    I also hope to see systems spread out more.
    Even with spread out systems, many of them should be barren so that exploration is required to identify good resource troves and the larger factions will need to compete for the small number of best systems.

    Perhaps the best option would just be a slider in the server options to set how rich or barren systems are on average.
     
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