Tbh, I'd like to see "dead zones" from planets that don't respawn, encouraging expansion a bit more, and a reason to "defend", more or less, your planets from planet crackers & invasive mining.
For that though, I'd say AI needs to be improved for patrol routes (AI Guarding your regions!), Planet mining to cause less crippling lag, and a few other things. Planet cracking should leave a lasting and damaging effect, so that crackers will be met with hostility if they try expanding into the territory of others. This + Smaller inventory slots would make cargo space something you'd need for mass mining operations as well.
[DOUBLEPOST=1422606398,1422605256][/DOUBLEPOST]
Way too subjective to state this. Mining can be spiced up by in game events. Pirates and looters, trade guild policing quantities / substabces, territory breeches, alien life that lives on asteroids... the list could go on. The PvE portion of the game needs fleshing out. I think we should tackle the issue of "mining is not fun" by giving miners a variety of challenges to overcome rather than removing it from the game.
Illegal materials that the trade guild gets hostile at the sight of when.
I'd suggest that, along with much smaller amounts of material you can carry per "slot", (because 10mil is a bit much and makes storage really not a aspect of the game at all). That combined with a "transfer" input/output block for offloading and loading your materials would be nice and make cargo ships something that you might actually want to make.
That, combined with illicit stations & factions (ie pirates or smuggler faction. Smugglers are neutral by default, but won't give you any good deals if you're in good standing with the trade guild, being the black market traders that they are. Perhaps even Pirates could become "neutral" if you became "friendly" with smugglers, but hostile with the trade guild?) could make mining & cargo hauling a much different experience than it currently is.
Territory and faction points will have a use. Schema has confirmed Faction Points will be used as currency for something.
I'd say make fp generate slower, and systems cost more, with income being being divided by distance from the nearest faction controlled system (or relay station), so that they are a lot more "valuable" and harder to get, but getting major gains would require the risk of hostility via over expansion.
This doesn't really address them being "used" though, which is a problem.
Maybe they could be used to recruit NPC crewmembers as an alternate to currency, and we could have the crew be have much more complex "AI" than the Bobbys? Bobbys are nice and all, but they 'ought to remain used mostly in turrets and rely solely on scanner/radar detection.
An emphasis on some NPC crew would also sort of help people figure out ways of defending their stations, since in all honesty, you cannot always have somebody on in your faction to watch over your territories.
What if there was? I think there should be. I also think there should be *something* to prevent a 5x5 block station "controlling" a territory.
Large "arrays" for territory control, with the control only extending a radius around said "array", or as a relay between stations. ie one "faction" block on a station/area controller could "control" up to a 8x8x8 section of your current system at max?
They'd basically broadcast "Hey, You. This is our territory. I'll shit in your cheerios if you try anything funny".
If you want to really control an entire system, You would have to have multiple stations of a similiar size, space out throughout space, and you'd "control" the area within those? You could even, with this, make it so that factions could contest for control of a system, making "border skirmishes" more of a possibility.
These "Control arrays" would be under a very real threat of being damaged and would cause you to lose territory, giving people incentive to also form "alliances" or to have very strong defenses on border control stations, Or they're going to be really vulnerable to hit & run attacks
[DOUBLEPOST=1422609264][/DOUBLEPOST]
I would suggest a few changes
I want certain materials acquired from certain places.
Examples:
- More important/powerful modules require rarer resources.
- Hull color should be based on more than just one rock. Seems like there would then need to be a high demand for one plain asteroid.
- Medical blocks should require certain plants
- If fuel is ever added I want to see it come from gas giants stars nebulas or dust clouds, all of which is not an option yet, but still. That could happen.
Asteroids and planets should both contribute their own ways to crafting. It should not be entirely equal or entirely divided.
More "rare" stuff would be nice to see, but you've also got to take into account that by adding more rare items into the game, you're putting even more of a gap between newbies and well established factions.
Hull colour, however, is frustrating. Brown blocks shouldn't take a fuckload of resources to make, guys. But they do.
Pls fix.
Different planet types could specialize in particular ores. I understand that a planet needs to be capable of accommodating any player so they can get started with a basic ship. Let's reduce the crafting recipes for reactors, thrusters and cores to a small set of resources, one that every planet has. Then the other 80% of the resources on a planet could be specific. A few ores/crystals, but not more than 6 or so. Lava planets generate the red/orange crystals and ores. Ice planets get the blue ones. It doesn't have to be that way. But you get the idea. Unique planets with geography and compositions that leads to a differences in their resources is a must for me.
Rarer resources should be found in more dangerous space. The core can be abundant in basic resources. It should also give us less in extraction rates. You want more resources faster? Then fly out into unclaimed pirate infested space and extract the resources that nobody has touched. The further from the core, the more there should be to to extract.
This though, sounds like it would be a nice idea. I think that we'd need to have better AI for ventures out into those "dangerous territories" to actually be dangerous, though.
[DOUBLEPOST=1422609876][/DOUBLEPOST]
Great idea, Keptick.
Here's the thing, though: An auto-miner sounds more boring than our current system. Star Made needs a time sink, something to do when you aren't traveling or fighting, and mining, however boring, covers that. I've been pushing my crewability thing a little far, but being able to directly access and edit the planetside miner to improve it's efficiency would be great.
The answer to a lot of things I'm thinking is better AI. Well that, and much better Armour, so that shields are less of a must early game (Because even a paper spitball can destroy half a station in one blow)
Pirates, with improved AI, could send out raiding parties to your station, and either force you to give them resources/credits, or could attack you (Whilst trying to stay in the positive of their station's own respective resource pool).
Higher armour values could make early game/fighter game play a lot funner of a time sink as well, and fighting with low to no shields wouldn't be as much of a "one shot and ded lol" type of experience, because your fighter's surrounding hull could actually take a few shots without causing a catastrophic failure.
The only thing I have to add to this is instead of centralized systems providing more resources, and arm ones providing less, it should be randomized. You'd scan a system to see its resource composition or whatever. And for making a point to gather more systems, well, simply make it so you get credits for each system you own. Also, the trading guild would provide you with blocks and stuff to pass through/mine your system.
Trading guild hub -> Sends ships to resupply/redistribution -> Pirates/Players can intercept for embargoes or profit.
longest post ever