Intact Planets

    Joined
    Jan 31, 2015
    Messages
    1,696
    Reaction score
    1,199
    • Thinking Positive
    • Likeable
    Mostly we all just pop planets and harvest the plates. They're kind of disposable and not very valuable compared for example to a roid ring that spawns larry(Larimer). This is because whole planets (ie plates still attached to a core) confer no benefit of any sort. With good reason, perhaps, since extensive building on planets hurts everyone. It's a bit of a shame though, because if planets held a role different from being basically large, segmented roids it would literally double the kinds of dynamics we use in interacting with spatial bodies.

    What if one "deep-core mine" or "farm center" could be placed per attached plate that constantly generated a valuable resource? Something existing and already valuable like Rammet &/or Sertise)? I'm thinking a single block item, where only one could be placed per core-attached plate entity the same way only one faction module can be placed per ship entity - to prevent lag from too much planetary construction. Popping that planet would no longer be a foregone conclusion for the harvesting player - instead it might pay to plant harvesters on each plate and harvest them regularly. In fact, factions with planets in their home systems would now have a pretty solid reason to defend their planets against destruction, perhaps by building a defense grid of stations in space near it (because obviously we still want to avoid the lag-bomb that is massive construction ON the surface of a planet). Thieves would also have a good reason to try and ninja down to the surface, find the faction block, kill it and steal all the delicious loot.

    This would be an easy-to-implement solution because it doesn't create a whole new resource (like "make food!" suggestions), just a single new harvesting/factory block. It would add a whole bucket of fun new issues relating to planets though by yielding a benefit for NOT popping them or allowing ones in your territory (apply territory harvesting bonus?) to be popped.

    Just a simple way to spice the soup a bit.
     
    • Like
    Reactions: Loadout
    Joined
    Jan 31, 2015
    Messages
    1,696
    Reaction score
    1,199
    • Thinking Positive
    • Likeable
    Everything's been done before.

    The more players that independently suggest something the more Devs can see it's not an isolated notion. Also, as the game evolves the relevance of certain suggestions changes and therefore they become once again worthy of discussion.

    So... any thoughts about the actual suggestion itself?
     
    Joined
    Jul 26, 2013
    Messages
    36
    Reaction score
    7
    It also makes it difficult to find a certain post if you have to sift through multiple versions of the same idea. However, it seems that you have already succeeded in drawing me into your devious game, so I will throw down my thoughts on the situation.

    I like the idea, with a couple tweaks. In the current dynamic of the game, it would make more sense to be a computer module with slaved miner modules that could be placed on a plate. Like you said, one per plate, and the amount of resources mined should vary depending on the planet size and type. This would simulate the difficulty in mining a frozen rock planet versus a warm green terrestrial planet. The mined resources would be stored in chests linked to the Resource Extractor Computer, like how shipyards work. The facility/planet should not be factionable as a homebase, allowing pirates/other players to steal the resources if the owner is not around. The server admin should have a line in the config file to determine an extraction multiplier.

    I also have a second idea.
    If the facility doesn't actually mine anything (just generate resources), it would also not disrupt the actual landscape of the plates except in the one place where the drill is focused, nor create lag. and still allow an astronaut to mine the caverns.
     
    Joined
    Jan 31, 2015
    Messages
    1,696
    Reaction score
    1,199
    • Thinking Positive
    • Likeable
    Devious, eh? I like that... XD

    My idea was just a rough concept. I like your proposed details a lot; especially consolidating collection by having the harvester units dump into storage chests. All your ideas, really. I feel like it would be very easy to implement and would enrich game-play.
     
    Joined
    Nov 10, 2014
    Messages
    122
    Reaction score
    18
    I would suggest that the proposed computer would function as a small resource gatherer on its own. However, with the addition of other harvester modules, it would give the main module buffs like
    1. faster harvest time
    2. a wider selection of items to harvest ( this makes it into an investment, so you don't just place one and then you are done)
    3. possible conversion of non minerals to usable minerals, upon a setting change in the main computer.

    However, this would of course come with a few requirements
    1. a power requirement for the first main computer
    2. more power requirements for each mining module placed after the main.
    3. storage for all of the generated materials.

    Thoughts?
     
    Joined
    Jul 26, 2013
    Messages
    36
    Reaction score
    7
    1. faster harvest time
    2. a wider selection of items to harvest ( this makes it into an investment, so you don't just place one and then you are done)
    Liking, liking. The more modules, the greater the area that the quarry encompasses, and the more resources that can be mined.

    3. possible conversion of non minerals to usable minerals, upon a setting change in the main computer.
    Not quite sure what you're referring to; do you mean transmuting rock and lava and vegetation into resources? If so, I don't really care for that idea, but it should be very inefficient and cost an immense amount of power.

    However, this would of course come with a few requirements
    1. a power requirement for the first main computer
    2. more power requirements for each mining module placed after the main.
    3. storage for all of the generated materials.
    Definitely all the above.


    Just had another thought, there should be a point of diminishing returns if too many miner modules are used. Say, half of the planet radius? So a radius 50 planet you could use 25 modules before you start to feel the effects. Maybe even set up a code that would simulate groundquakes where the planetary surface would spontaneously change, cause cave-ins, etc if this point is reached. The more modules above the limit that are placed, the higher the chances of these events occurring. On a server that allows collision damage, it might even damage the mining equipment. I think the programming for this next bit would be insanely horrendous, but simulate global warming. Due to over-mining, your green grassy terrestrial planet slowly begins to change into a yellow sandy desert planet, starting at the quarry and moving outward.
     
    Joined
    Jan 31, 2015
    Messages
    1,696
    Reaction score
    1,199
    • Thinking Positive
    • Likeable
    However, this would of course come with a few requirements
    1. a power requirement for the first main computer
    2. more power requirements for each mining module placed after the main.
    I think these are some creative ideas and mostly agree with Methuselah on the breakdown. This is what I, personally, see as a problem though - once you add power requirements and MORE power for MORE stuff, you're telling players to build a bunch of power on the planet, which will translate into more lag. I think it would be simplest to implement and most lag-resistant to - at least initially - present the units as either self-powered (you're on a planet, so geothermal power is right there in the core) or requiring very little power to reduce the need for massive building projects ON planets, since we all know the problems that causes. The other ideas are cool!
     
    Joined
    Nov 9, 2015
    Messages
    131
    Reaction score
    50
    I would like this implemented... a very neat idea, and gives purpose to these mega asteroids we have now.