- Joined
- Apr 21, 2015
- Messages
- 27
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- 11
During some discord discussions, I had an idea for making planets useful using the soon-to-be-implemented systems, mainly, scanning and reactor system.
Basically, using the exact same premise as the reactor/chamber set up, You would set up a "mining system" on a planet, the size reactor could determine the speed of resource "absorption" from a planet, the max distance of the chambers from the reactor (possibly), and the radius covered by each chamber. The chambers would essentially become "mining drills" and would need to be placed over/near mineral/resource "hotspots" these resources would only be accessible through the construction of the reactor/drill system on a planet, to prevent mining via spaceship. This would force you to actually have to build ON the planet.
"hotspots" would only be viewable through planet scanning, and would be visualized similarly to the new ship scanning proposals in the power 2.0 release.
These resources from the hotspot would have to be new and unique (they could be used to replace another resource needed for block creation in factories at a higher efficiency), or simply in much greater abundance on planets. This turns planets into a steady but slow passive supply for resources vs small but fast mining of asteroids. This, also, makes home-basing a planet more attractive as you have 1 permanent steady supply of resources protected by fraction invulnerability.
I think the resources gathered from the planet either shouldn't actually be tied to blocks or be tied to blocks but be highly efficient in the amount of resources gathered per block. This will prevent the planet from suffering too much passive terraforming issues caused by the mining. The resources could be visually displayed via scanning but be tied directly to the planet core for tracking as to not overly effect the geography. obviously, a radius around the "drills" cause some geographical changes slowly over time, but not so widespread that it causes the planet to slowly "shrink" as it drains of blocks(resources).
This would add a lot of value to planets, give us a reason to build on planets, a reason to home-base planets, fight over planets, and actually explore/scan them. I feel like it also would be fairly easy to implement since it would be a copy and paste of a "soon to be" existing system in the game. It could simply be renamed and scaled as required, and would require a "small" tweak to planet resources to function.
this are all very basic and unrefined suggestions so feel free to add your 2cents.
Basically, using the exact same premise as the reactor/chamber set up, You would set up a "mining system" on a planet, the size reactor could determine the speed of resource "absorption" from a planet, the max distance of the chambers from the reactor (possibly), and the radius covered by each chamber. The chambers would essentially become "mining drills" and would need to be placed over/near mineral/resource "hotspots" these resources would only be accessible through the construction of the reactor/drill system on a planet, to prevent mining via spaceship. This would force you to actually have to build ON the planet.
"hotspots" would only be viewable through planet scanning, and would be visualized similarly to the new ship scanning proposals in the power 2.0 release.
These resources from the hotspot would have to be new and unique (they could be used to replace another resource needed for block creation in factories at a higher efficiency), or simply in much greater abundance on planets. This turns planets into a steady but slow passive supply for resources vs small but fast mining of asteroids. This, also, makes home-basing a planet more attractive as you have 1 permanent steady supply of resources protected by fraction invulnerability.
I think the resources gathered from the planet either shouldn't actually be tied to blocks or be tied to blocks but be highly efficient in the amount of resources gathered per block. This will prevent the planet from suffering too much passive terraforming issues caused by the mining. The resources could be visually displayed via scanning but be tied directly to the planet core for tracking as to not overly effect the geography. obviously, a radius around the "drills" cause some geographical changes slowly over time, but not so widespread that it causes the planet to slowly "shrink" as it drains of blocks(resources).
This would add a lot of value to planets, give us a reason to build on planets, a reason to home-base planets, fight over planets, and actually explore/scan them. I feel like it also would be fairly easy to implement since it would be a copy and paste of a "soon to be" existing system in the game. It could simply be renamed and scaled as required, and would require a "small" tweak to planet resources to function.
this are all very basic and unrefined suggestions so feel free to add your 2cents.