- Joined
- Mar 9, 2015
- Messages
- 4
- Reaction score
- 0
Issue:
Many are complaining that there is nothing to do in game after the ubership is built.
Idea:
Players and factions are looking and fighting for higher grade resources resulting into higher quality and more powerful equipment which is slowly and gradually losing its quality over time (decaying to minimum quality).
High grade resources are spread around the universe and their location is suddenly changing (supernova?) to give fat cats some hard time as well as chances to new players and individualists J
I think it is better and more dynamic than fuel although I will not mind fuel support as well (and different fuel quality J).
Essentials:
- Quality grades
- Randomly changing resource locations
- Decay
Scenarios:
1. Basic quality ship (of any size) with few higher quality systems can be built in any system – anyone can start.
2. Some lucky or active players may find several systems giving them high grade resources and build stronger ships and bases enjoying the domination.
3. Strong ships and bases decay will require to protect mining and shopping sources.
4. Remote high grade sources will require players to travel via hostile systems controlled by enemy factions.
5. Supernovas, randomly changing star grades, will suggest dominating players to keep discovering as old sources downgrading.
6. Lucky newbies or individualists discovered high grade stars which are not caring much of having top guns, may simply sell information of high grade star locations they have discovered, e.g. to enemy faction of their offenders – one guy may change server faction balance in some cases J
7. Lucky newbies or individualists discovered high grade stars may mine and keep selling resources or manufactured equipment of high grade to faction shops. Player who knows location of one high grade resource, may hope to sell enough of it to buy other high grade resources he does not have.
8. Well-designed old decayed ship can be restored to highest quality once high grade blocks are found. It can also be done partially – system by system.
Details:
1. Resources to have grades, e.g. 8, 64 or 128 – just a number. The bigger the better.
2. All resources and manufactured or purchased blocks decay to minimum grade/quality over time.
3. Equipment block manufactured from higher grade resource will get better quality depending on equipment type: more hit points, higher range, damage, shield etc. etc.
a. Equipment manufactured from resources having different grades will get the lowest grade, e.g. Grade2 resource plus Grade3 resource will result into Grade2 equipment.
b. GRADE EFFECT SCALE determining equipment quality improvement can be configurable within server configuration, it is recommended that its value will be substantial for the idea to work.
c. GRADE EFFECT RATIO determining how different qualities are affected and it can be balanced by developers or defined within server configuration, so for instance GRADE EFFECT SCALE will give more to damage and less to range as those will have different GRADE EFFECT RATIO.
d. One block group may have blocks of different grades, e.g. group of 1k cannon blocks may have 700 blocks of Grade1 and 300 of Grade2, so Grade2 blocks will give 30% boost to range and damage as per GRADE EFFECT SCALE setting. Player may still use low grade blocks to connect the group in case of repair and until there will be better alternative available.
4. High grade factories required to make high grade resources. They also decay.
5. Advanced build mode should allow bulk upgrade of all structure blocks to higher grade blocks of the same type found within inventory and/or any storage belonging to the same structure.
a. Bulk upgrade can be started once the whole number (with optional configurable discount) of required blocks per group is available, e.g. to upgrade cannon group of 1k block player will need 1k higher grade blocks.
b. Bulk upgrade allows selection of systems to upgrade – per blocks availability by default.
c. Optionally this may take time, e.g. ship core steering (flight mode) is disabled until upgrade is completed and progress bar is shown to the player.
6. Stars to have grades and more types.
7. Star grade determines grade of one (or few) resources within one system, e.g. yellow star controls grade of one type of resource, blue another and so on. Same may apply to trade guild SHOPS choice.
8. Resources, not affected by star type, get minimum basic grade.
9. Supernova changes star grade randomly – thresholds can be configurable. It should give enough time to gather some goodies and enjoy, but not to be too long, so the one who discovered it will dominate the whole universe until all other prayers will get tired and leave the server.
10. One galaxy may not have all resources of highest grade – travel to another one for top quality.
11. Star grade affects pirates’ strength – harder to conquer.
12. Ship systems details should show which block grades are in use or at least the lowest and highest ones – required for player to decide if upgrade is required. Expanded details should show more allowing required quantity calculation.
Many are complaining that there is nothing to do in game after the ubership is built.
Idea:
Players and factions are looking and fighting for higher grade resources resulting into higher quality and more powerful equipment which is slowly and gradually losing its quality over time (decaying to minimum quality).
High grade resources are spread around the universe and their location is suddenly changing (supernova?) to give fat cats some hard time as well as chances to new players and individualists J
I think it is better and more dynamic than fuel although I will not mind fuel support as well (and different fuel quality J).
Essentials:
- Quality grades
- Randomly changing resource locations
- Decay
Scenarios:
1. Basic quality ship (of any size) with few higher quality systems can be built in any system – anyone can start.
2. Some lucky or active players may find several systems giving them high grade resources and build stronger ships and bases enjoying the domination.
3. Strong ships and bases decay will require to protect mining and shopping sources.
4. Remote high grade sources will require players to travel via hostile systems controlled by enemy factions.
5. Supernovas, randomly changing star grades, will suggest dominating players to keep discovering as old sources downgrading.
6. Lucky newbies or individualists discovered high grade stars which are not caring much of having top guns, may simply sell information of high grade star locations they have discovered, e.g. to enemy faction of their offenders – one guy may change server faction balance in some cases J
7. Lucky newbies or individualists discovered high grade stars may mine and keep selling resources or manufactured equipment of high grade to faction shops. Player who knows location of one high grade resource, may hope to sell enough of it to buy other high grade resources he does not have.
8. Well-designed old decayed ship can be restored to highest quality once high grade blocks are found. It can also be done partially – system by system.
Details:
1. Resources to have grades, e.g. 8, 64 or 128 – just a number. The bigger the better.
2. All resources and manufactured or purchased blocks decay to minimum grade/quality over time.
3. Equipment block manufactured from higher grade resource will get better quality depending on equipment type: more hit points, higher range, damage, shield etc. etc.
a. Equipment manufactured from resources having different grades will get the lowest grade, e.g. Grade2 resource plus Grade3 resource will result into Grade2 equipment.
b. GRADE EFFECT SCALE determining equipment quality improvement can be configurable within server configuration, it is recommended that its value will be substantial for the idea to work.
c. GRADE EFFECT RATIO determining how different qualities are affected and it can be balanced by developers or defined within server configuration, so for instance GRADE EFFECT SCALE will give more to damage and less to range as those will have different GRADE EFFECT RATIO.
d. One block group may have blocks of different grades, e.g. group of 1k cannon blocks may have 700 blocks of Grade1 and 300 of Grade2, so Grade2 blocks will give 30% boost to range and damage as per GRADE EFFECT SCALE setting. Player may still use low grade blocks to connect the group in case of repair and until there will be better alternative available.
4. High grade factories required to make high grade resources. They also decay.
5. Advanced build mode should allow bulk upgrade of all structure blocks to higher grade blocks of the same type found within inventory and/or any storage belonging to the same structure.
a. Bulk upgrade can be started once the whole number (with optional configurable discount) of required blocks per group is available, e.g. to upgrade cannon group of 1k block player will need 1k higher grade blocks.
b. Bulk upgrade allows selection of systems to upgrade – per blocks availability by default.
c. Optionally this may take time, e.g. ship core steering (flight mode) is disabled until upgrade is completed and progress bar is shown to the player.
6. Stars to have grades and more types.
7. Star grade determines grade of one (or few) resources within one system, e.g. yellow star controls grade of one type of resource, blue another and so on. Same may apply to trade guild SHOPS choice.
8. Resources, not affected by star type, get minimum basic grade.
9. Supernova changes star grade randomly – thresholds can be configurable. It should give enough time to gather some goodies and enjoy, but not to be too long, so the one who discovered it will dominate the whole universe until all other prayers will get tired and leave the server.
10. One galaxy may not have all resources of highest grade – travel to another one for top quality.
11. Star grade affects pirates’ strength – harder to conquer.
12. Ship systems details should show which block grades are in use or at least the lowest and highest ones – required for player to decide if upgrade is required. Expanded details should show more allowing required quantity calculation.