This is an analysis of the current situation of faction interactions and general game economics, as well as a suggestion to fix to a LOT of issues that currently plague the game. This is a long one, but I strongly suggest that you read it. And yes, I know that the current game is incomplete, but I'd still like to get this out. Lets start with the facts:
Facts:
- Planets are the best source of resources. They can provide many asteroids worth of resources with a single plate. Combined with the fact that they respawn (harvest one completely, kill it and reload the sector) this makes them the ideal source of resources for all factions and players out there.
- Mining planets causes extreme server lag. (From personal experience, starting to mine a planet raises my ping, along with everyone else's, from 14 to a couple of hundreds on Elwyn Eternity, a very beefy server.)
- Incentives for factions and/or players to interact are practically null. Why would I go fight this other faction when there's absolutely no benefit to do so? Especially when I risk loosing a ship that I worked very hard to produce?
- Assumption: Mining is the equivalent to an MMO grind in that it is a very basic, repetitive and boring thing to do. Mining is NOT fun, a game should be played for fun.
- Capturing and extending a territory has practically no use. Even an entire faction would have a hard time depleting the asteroid belts of an entire system before they respawn.
- There is currently no fp penalty for loosing territory.
Conclusion from the above points:
Factions have absolutely no incentive to interact and combat due to the 100% loss of assets and no gain for any of the factions (except if they want to harvest the other faction's ships, which would just cause said faction to not show up at the next fight). Capturing more systems currently serves no purpose other than bragging rights as there is nothing to do with these extra systems. In addition, defending captured systems (that aren't the home system) serves no purpose since there is absolutely no penalty to loosing it. Simply waiting for the aggressor to leave and recapturing it with a 5 block outpost is the best way to go (which is very bad game-play-wise).
The solution below is something that I think would solve all this. However, even if it's rejected by the devs, the above points will still stand.
The solution™:
Notice: Please read this completely as it wouldn't work if a single point is missing. Do not argue or comment if you haven't read and understood every point and what they entail.
- Make planets invulnerable against mining beams (impossible to mine).
- Each planet in the universe has the same resource regeneration rate (in minutes or seconds, depending what's better for performance).
- The base regeneration rate of a planet can be influenced (increased/decreased) by multiple factors:
- The radius of a planet. A planet with greater radius has a higher regeneration rate.
- The distance from the center of a galaxy. The center having the richest planets and the external systems having the poorest ones. For example, a 200m radius planet located at the center of the galaxy would have a greater regeneration rate than an identical planet located at the tip of a galactic arm.
- (optional) The more planets in a system the richer they are. The reason I say this is optional is because, while not being essential, it would encourage people to fight over rich planetary systems even more.
- (optional) Show the sovereignty of planets on the star map. This is just a quality of life feature and isn't essential.
- (optional) Completely depleting a planet's resources before it can regenerate makes the planet blow up, so incorrectly setting up a deep core mining operation could have devastating consequences.
Ok, so that's the planetary part of things. Now, you might be asking: "what the hell is he on about". The juicy part comes next:
- Implement a new block, called the "deep core miner". This block could be placed on planets and would essentially harvest (produce) minerals that are contained in the plate it's on. This could be linked to plex storages and would deposit the minerals there (just like mining beams). The materials being harvested aren't actually taken from the planet's blocks. As in, it doesn't actually mine the blocks out of a planet. Instead, it kinda poofs them into existence (more on that latter, for those concerned about realism).
- The "deep core miner" would have a base harvest rate (per second or minute, as with planet regen rate). This rate could be increased with the use of harvest enhancers. Every enhancer block would add a set amount of "harvest speed" to the "deep core miner". However, don't forget that the planet has a resource regeneration speed. Having your harvest rate go over the regen rate would be a waste of extender blocks.
- Each plate has it's own "deep core miner". Meaning that if you want to completely exploit a planet you need a "deep core miner" on every single plate. Quite some work to set up, but very rewarding.
- The territory mining bonuses apply to the "deep core miner". Meaning that being in friendly territory grants a x12 (or whatever is set on the server) bonus to the materials harvested.
- The miners must ABSOLUTELY keep on working even when the sector is unloaded.
Addressing concerns:
- Asteroids would become useless
- not really. Asteroids are the only source of colored rock (such as larimar), which is required to make colored hull. Besides, it's not like a player could set up harvesters right off the bat. Some asteroid mining would be required to craft these harvesters. In addition, planetary mining is already much more time efficient than asteroid mining. Optional: Giving asteroids a higher ore density, or/and adjusting planetary regeneration rate could make it so that asteroids mining is a better resource acquisition method, time wise. "Deep core miners taking too long? Need those resources NOW? Go mine some roids'!"
- Infinite resources = really bad for economy
- When you think about it, resources are already infinite. Planets DO respawn, providing an infinite source of easy to obtain minerals (even if they don't, moving to the next planet is simple enough). My suggestion would eliminate the server crippling lag, provide players with materials in a non-boring way (one would still need to set-up harvesters. Depending on their cost it might not be easy to do). More combat would also mean more resources disappearing, thus, balance is achieved.
- A single player could harvest multiple planets on his own, meaning that he'd have an extreme abundance of resources.
- While this is true, remember that only the home base is invincible. If you don't like the fact that a player captured 15 solar systems then simply attack the planets and make them your own! First of all, a single person would never be able to defend a massive planetary array. Secondly, a player could never faction 15 systems because of the fp cost. So, while it would be possible for a single player to become insanely rich, it is extremely unlikely. Setting up harvesters dozens of planets alone would also be a massive undertaking. Remember, it is a lot harder to defend than to attack. If a player manages to defend 15 planets on his own then all powers to him, he deserves to keep them. Also don't forget that he'd have to go to each harvester one at a time to get the stuff they produced, just that alone would take a fairly big effort.
In conclusion:
While this may seem overly complicated at first it's actually a fairly simple system. The benefits is that factions would have a concrete incentive to expand and attack/defend their territory. Imagine an 8 planet system located close to the galactic core. Everyone and their mother would try to get their hands on it's planets to set up very profitable harvesters. In my opinion, having to fight over resources would revive the flame of factions in a very fun way! It's also much better than getting bored while lagging the server to death (aka: the current resource acquisition system). This could also bring players together. Factions could band up and defend their territory together (since planet plates are independent you could have multiple factions harvesting a single planet). It could also potentially pave the way for ground combat (since capturing stuff is easier than having to rebuild everything).
Thanks for reading this, if you have any comments or concerns that I didn't cover then please let me know so that I can demolish address them . Just kidding, if you have anything positive or negative to say don't be shy and say it ^_^ (as long as it's constructive, please).
Edit: changed the name from harvester to deep core miner. Credit goes to Crimson-Artist for the idea
Edit 2: Adding in Ithirahad 's suggestion http://starmadedock.net/threads/une...-and-density-getting-the-wheels-turning.6425/ would make things even better when combined with my suggestion.
I like this idea a lot. I have some thoughts on this.
First, I think it should be called a "Deep Core Driller." I'll explain why in a bit.
I think planets should also be mineable, so long as they are not claimed by any faction. If you want a lot of resources quickly (and need planet terrain or fauna), then mine the planet. IF you want to go for the long haul, set up a deep core driller.
I also see a big problem here, where everyone would want to make a planet a home base. This is bad for two reasons:
1. It would discourage players from joining factions, since factions could only home-base one planet.
2. It creates lag on servers when a lot of planets are loaded.
So, there needs to be a way to discourage home basing a planet. This lead to me an idea I just posted
here. This idea is basically to allow any base to have invulnerability protection, but it would need to be within a faction's "home system" and it would cost faction points. The amount of faction points needed would depend on the size of the base/planet. So, the bigger the base, the more faction points it would take. It would make it so protecting a planet would cost an ENORMOUS amount of faction points. This would prevent single-man factions from claiming a planet as their home-base.
Also, I think it'd be good if these "deep core miner" rigs had randomized problems and some limits. Maybe a fire breaks out. Maybe it uses an actual drill to dig down into the lava of a planet before it can start mining and this drill wears out after a while, needing replacement. To control such things as fires, you'd need to have NPC crew members there to put out the fires and to keep the drill going. If a drill wears out, then crew members can replace the giant drill. You would assign them to be able to use a storage, and they will automatically remove drills from it to use for replacement.
Another mechanic I would like to see in StarMade is where you actually create machines that serve a purpose. For example, you would actually have to build the core drill. It would be an entity docked to a rail rotator. The drill bit block would go on the end, and it would need to spin. This spinning entity would then need to be lowered, where it would break planet blocks and keep lowering till it hit the lava of the planet. When that happened, it would start gathering ores, as you suggest. If the drill computer is not attached to a storage, or that storage is full, then it would just spit out items onto the ground. As suggested above, this drill bit would wear out after a while and require replacement. For a crew member to replace it, the crew member could be "taught" how to lift it up, and to be told which block to replace. (this would, in itself require a system to be able to teach crew members actions)