Hazardous mining and things to fight over

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    So I was thinking about what sort of space would be worth having or traveling to over another region of space.

    Lagrange points:

    Some systems will have one ore more of these sectors. Because of gravitational stability they are unusually smooth areas of spacetime topology, making jump drives charge faster and more cheaply and travel further. Detected with large scanning arrays?

    Pulsar systems:

    Light houses in space. Don't bother making it spin. Many rotate so fast as to be irrelevant for this purpose. The thing is these systems pump out all manner of hideous radiation thats get worse the closer you get to the star. This represents a spatially progressive drain on shields. The upside is in this environment asteroids are effectively pre-smelted giving more minerals and less dirt.

    Ancient relics:

    These indestructible objects defy analysis. What is known is that they change the local (sector) physics in a way that makes crafting and manufacturing more efficient. You will use less material to make stuff. These can vary in strength.
     
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    I would rather have ancient relics to be meta-items - personal weapons of great power, or ultra efficient power generators something like this.
     

    NeonSturm

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    +1 for all ideas, but it shouldn't create exploits.

    Anomalies could allow cheaper jump-drives but limited ones.
    Pulsars would make mining more interesting.
    Relicts could be exploits but are generally good!
     
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    I would rather have ancient relics to be meta-items - personal weapons of great power, or ultra efficient power generators something like this.
    I thought about that but "ancient weapons of mass destruction" was just a bit too cliche. Anyone can make a big gun but an area around these relics would be something worth evicting someone else for.
     
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    Maybe some items of reverence that grant you more wisdom( nav maps), or power (blueprints or templates of advanced nature) or even stamina (extra health points permanent as long as relic in position?
     
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    +1 for all ideas, but it shouldn't create exploits.

    Anomalies could allow cheaper jump-drives but limited ones.
    Pulsars would make mining more interesting.
    Relicts could be exploits but are generally good!
    Anomolies could wax and wane as well as periodically move around the system, or disappear altogether.
    Pulsars; getting attacked in such space would be dangerous for both parties and would require very specialized ships
    Relics could enhance one aspect of crafting like material efficiency but have a small set of negative traits like making shields weaker or power generation less robust.

    I need to think of more examples.

    edit: you cant have HBs in these systems at all.
     
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    could some sort of "rare asteroid sectors be spawned in certain systems? what I mean is a sector status converting all asteroids in a certain sector to a rare asteroid that could be used to construct powerful ship parts like a forth level of armor (advanced armor HP and has the mass of grey hull).
     
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    could some sort of "rare asteroid sectors be spawned in certain systems? what I mean is a sector status converting all asteroids in a certain sector to a rare asteroid that could be used to construct powerful ship parts like a forth level of armor (advanced armor HP and has the mass of grey hull).
    I was trying to go for more systems rather than items if you know what I mean? Making it a straight treasure hunt would be cool but I would rather make something that you have to engineer for rather than just show up and take.
     
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    So I was thinking about what sort of space would be worth having or traveling to over another region of space.

    Lagrange points:

    Some systems will have one ore more of these sectors. Because of gravitational stability they are unusually smooth areas of spacetime topology, making jump drives charge faster and more cheaply and travel further. Detected with large scanning arrays?

    Pulsar systems:

    Light houses in space. Don't bother making it spin. Many rotate so fast as to be irrelevant for this purpose. The thing is these systems pump out all manner of hideous radiation thats get worse the closer you get to the star. This represents a spatially progressive drain on shields. The upside is in this environment asteroids are effectively pre-smelted giving more minerals and less dirt.

    Ancient relics:

    These indestructible objects defy analysis. What is known is that they change the local (sector) physics in a way that makes crafting and manufacturing more efficient. You will use less material to make stuff. These can vary in strength.
    One can look at real life for things to fight over.
    Control of resources but that isn't really possible in this game.
    Knowledge, technology - this could be extremely doable with a few changes.
    Assume everyone when they join a game is assigned a advanced version of technology others don't have they are also given a skill of finding resources related to that technology at a higher rate.

    This could encourage trading and fighting both. People would certainly be willing to trade for a technology that would make them stronger and extra resources can be used to build other stuff or sold.
    If you make ships and technology capturable that could be an option to gain new tech. Thus just like in real life people would fight over it or trade for it.
     
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    Knowledge, technology - this could be extremely doable with a few changes.
    What?
    Assume everyone when they join a game is assigned a advanced version of technology others don't have they are also given a skill of finding resources related to that technology at a higher rate.
    How would this work?

    Would it be:
    "Nickizzy just loged on, and has the BeHoGoDa Trait, allowing them to find SeGoPuTi(Not to be confused with SeGePuTi,SoGoPuTi,SeGoPuTe, and others) more often(Somehow, their spidy sense that hacks the server or something), and craft the DeOpQuWa Power reactor, which weighs 2.61936% less than regular reactors!"

    Actually, thats harsh, it could just be
    Nickizzy loged in and has the Power Gen Weight Trait, allowing them to find [resources needed to create object normally) more often, and craft PGW reactors, which weigh 5.72649% less than regular reactors.

    And you could just have
    Nickizzy has the Shield regen buffer trait that lets them craft shield generators with 1 extra regen per second.
    Removing the vauge "finds it more often" thing.

    The whole block ID thing might get in the way though, so maybe
    Nickizzy has the SRB trait, allowing them to "tweak" ships and stations for 1 credit per 0.1 mass and give them +1.5 shield regen per shield regener per second.

    So my finished system after this wall of text is this:

    [Player] Has [System-Effect on System] allowing them to "tweak" ships for X credits per Y [Volume/Mass] and give them +-Z[Mass/Power per second ect.] per [System] block.

    Player- Username
    System-Thrust/Stand,Hull, or Adv Armor/Power gen/shield Cap/shield gen/power cap/overdrive def effect/cannon primary effect.
    X, Y, and [Volume/Mass] The cost of tweaking a given craft. It's based on Volume or Mass and has a multiple to make different random cost that makes it more geared towards less or more dense craft, and costs more or less.
    Z-value that is reduced or increased as an effect. It's random, but limited to benifits, so you can't reduce the amount of power or increase the mass. Mass reduction is done through -.01 mass per power block:-10%
    [Mass ect] thing it changes. Controls Z as stated before.
    [Per system block] it's per armor block or shield cap ect.
     

    NeonSturm

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    The whole block ID thing might get in the way though, so maybe
    If weapon arrays work like storage, you could fill different weapon blocks into it which could modify efficiency.
    But if you exceed storage capacity after removing weapon-blocks, you cannot use it until you adjusted the storage content to fit the new size.

    Instead of 10 weapon blocks, you could have 5 custom types "just like custom recipes" which only ever matter when using the build-tools.​
     
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    What?

    How would this work?

    Would it be:
    "Nickizzy just loged on, and has the BeHoGoDa Trait, allowing them to find SeGoPuTi(Not to be confused with SeGePuTi,SoGoPuTi,SeGoPuTe, and others) more often(Somehow, their spidy sense that hacks the server or something), and craft the DeOpQuWa Power reactor, which weighs 2.61936% less than regular reactors!"

    Actually, thats harsh, it could just be
    Nickizzy loged in and has the Power Gen Weight Trait, allowing them to find [resources needed to create object normally) more often, and craft PGW reactors, which weigh 5.72649% less than regular reactors.

    And you could just have
    Nickizzy has the Shield regen buffer trait that lets them craft shield generators with 1 extra regen per second.
    Removing the vauge "finds it more often" thing.

    The whole block ID thing might get in the way though, so maybe
    Nickizzy has the SRB trait, allowing them to "tweak" ships and stations for 1 credit per 0.1 mass and give them +1.5 shield regen per shield regener per second.

    So my finished system after this wall of text is this:

    [Player] Has [System-Effect on System] allowing them to "tweak" ships for X credits per Y [Volume/Mass] and give them +-Z[Mass/Power per second ect.] per [System] block.

    Player- Username
    System-Thrust/Stand,Hull, or Adv Armor/Power gen/shield Cap/shield gen/power cap/overdrive def effect/cannon primary effect.
    X, Y, and [Volume/Mass] The cost of tweaking a given craft. It's based on Volume or Mass and has a multiple to make different random cost that makes it more geared towards less or more dense craft, and costs more or less.
    Z-value that is reduced or increased as an effect. It's random, but limited to benifits, so you can't reduce the amount of power or increase the mass. Mass reduction is done through -.01 mass per power block:-10%
    [Mass ect] thing it changes. Controls Z as stated before.
    [Per system block] it's per armor block or shield cap ect.
    Think of the different technology levels different countries have and our export laws preventing some technology from being sold to certain countries. In short it is based on real life.
    When a person is logged into the server the first time it assigns a technology bonus to which ever system is randomly chosen for them.
    You could simply assume their mining equipment is more efficient at gaining certain ores vs others just like real life also. I mean you don't mine iron the same way you mine gold or copper or anything else. You also don't smelt it the same way. Things like Uranium have enrichment process which in real life some do better than others. Hell we have companies in real life protect trade secretes in how they produce all sorts of stuff not to mention an entire patent system aimed at protecting such and more.

    The point of providing a resource bonus was to increase the amount of items being traded.
     

    Edymnion

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    I personally like the idea of some kind of Luxuries akin to what Civilization does.

    Like say when the NPC update gets here that the NPCs require things like food and morale to function properly. You could grow food on your station, but if you have an Earthlike planet under your control with a certain kind of structure on it that it gives a passive boost to your food growing across your entire empire (that basically that big green planet is being used to produce and export food to everyone).

    Or that some planets could have things like rare fauna that can be used to make your NPCs happier (who wants tribbles?), and controlling a station on a planet with those creatures gives a static boost to the happiness/morale of all of your NPCs.

    Make it so that you don't NEED these luxuries to play any part of the game, but make it so that playing the game becomes EASIER if you have them.
     
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    One can look at real life for things to fight over.
    Control of resources but that isn't really possible in this game.
    Knowledge, technology - this could be extremely doable with a few changes.
    Assume everyone when they join a game is assigned a advanced version of technology others don't have they are also given a skill of finding resources related to that technology at a higher rate.

    This could encourage trading and fighting both. People would certainly be willing to trade for a technology that would make them stronger and extra resources can be used to build other stuff or sold.
    If you make ships and technology capturable that could be an option to gain new tech. Thus just like in real life people would fight over it or trade for it.
    That sounds great.

    But what I was really hoping for are suggestions about interesting things in space that effect the constructions techniques in efforts to exploit them. Not specifically combat or npc/pc interaction required unless its a group discovery, obviously.
     
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    That sounds great.

    But what I was really hoping for are suggestions about interesting things in space that effect the constructions techniques in efforts to exploit them. Not specifically combat or npc/pc interaction required unless its a group discovery, obviously.
    Well as you surmised various spacial phenomena could provide advantages they however can provide disadvantages also.
    A blackhole being near you would be hell on construction, time dilation, gravitational waves, stress from uneven gravity across near objects...
    A pulsar or any star pumping out major EM pulses would be like getting hit by an EMP one after another. It in really might be like a dead sea with no wind. If your ship gets in that area you loose power and die of starvation unless someone manages to pull you out using a beam. But that could be a vast area a beam may not reach you in. But the neat effect of something like that would be the routs people would have to take to get around it.
    Consider the gas in a nebula you might be able to harvest it. One type of gas might help you hide from radar while another could pull your shields down. If its acidic it could eat at armor.
    High gravitational areas may allow making extra dense armor. If you can harvest material from such regions.
     

    NeonSturm

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    Or that some planets could have things like rare fauna that can be used to make your NPCs happier (who wants tribbles?), and controlling a station on a planet with those creatures gives a static boost to the happiness/morale of all of your NPCs.
    I WOULD be very happy if you had Tribbles feeding on Monsanto's products ;), but maybe their corn is so evil that it kills the Tribbles.
     

    Edymnion

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    time dilation
    Now there's a thought.

    Time dilation that increases or decreases the tic rate of factories, shipyards, etc. Time literally moves faster or slower in those areas, meaning a factory set up in a high speed area is going to crank things out at much faster rates than normal.

    Same with weapon/salvage arrays, greatly increased/decreased tic rates and/or cooldown periods.
     
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    Some very good ideas here!
    Essentially unique systems with special traits which attract players. For balance reasons, maybe no home-bases allowed within them:?
    It would be a great way of giving pirates feeding grounds :3 Also having npc factions making stops around these areas would really make the game feel more alive.