I like the idea of seeing specialised ships and promoting alternative playstyles. Cryo-storage is a neat concept, but again. Storage for the sake of making people build more, spent more time building or harvesting other materials seems unnecessary. It doesn’t promote alternative ways of playing it just makes more work involved in harvesting resources.Lots of interesting ideas.
Differing storage mechanisms are a great way to impose a tech limit---resources from orphan worlds should need refrigerated storage (Read: Left in a box exposed to the vacuum of space, in a shaded area on the ship) for solid/liquid/gas, because they only form once a planet has been ejected from its star and cast into the interstellar refrigerator. This requires different resources, each of which requires heated/cooled/solid/liquid/gas/pressurized/near-vacuum/biologically suitable/biologically unsuitable etc. storage.
Perhaps as I mentioned before a method of refinement. So something would work thusly.
Red Dust Stored in Tanks -> Multi Block Refinery -> Dust Cannisters
Cyan Gas Stored in Cryo-tanks -> Multi Block Refinery -> Gas Cannisters
This could still allow for solo players to effectively integrate refineries into their resource gathering, meaning their ships would not require special storage. On the other hand it still promotes alternative strategies as factions could have a well-protected central refinery and ship in the unrefined resources from multiple places using specialised cargo ships.
Economy will not depend on whether fuel is in the game or not, it will depend on whether Economy is in the game or not. Fuel will only mean players have to build another system into their ships, but this already has its own thread as you have linked, so we will keep this to resources.To get an economy, introduce fuels and their (Sometimes rare) ores and (Rare, especially for higher-tier systems) building materials.
A rare object that destroys player’s ships and everyone else in the vicinity if they touch it? No thanks.Also: A new type of asteroid. Game-breakingly rare, insanely hard to mine and store....universe-sundering to touch....it's the antimatter rock.
Touch it yourself, touch it with your ship; and you, your ship, your neighbor's ship, the best part of the entire freakin' system, and all the framerates in the server go away....because you just experienced e=mc2 at its full potential....and consumed, at first, one cubic meter of antimatter and matter. Which is more energy than humans have ever consumed, at a rough guess. Then the fragments of the atoms of your ship collided with the rest of the asteroid....detonating several hundred cubic meters of the most dangerous explosive in the universe. Dang, you made a mess. Good bye, sucker. Maybe you should've used the mining laser from a distance.
Having alternative crafting recipes defeats the point of having a tiered system entirely.However, I feel that your system can further be improved, as I think there is a better alternative to making some rare resources absolutely nessesary for producing, say, jump drives.
What I am proposing is making Tertiary (not Secondary) resources favourable rather than strictly needed.
For instance, assume we want to produse module A, which requires 100 White Metal and 100 Yellow Gems. There, however, will be an alternative recipe, which requires 100 White Metal, 1 Cyan Gas and 5 Yellow Gems.
The goal is to make production a lot cheaper if given some rare resource, although one item of that resource can (and should) be far more expensive than one item of a common one. This will keep the need for rare resources, but in a less intrusive way.
If the low tier crafting recipe has its resource requirements inflated to encourage people to find the alternative resources. Then players simply won’t bother with it in the first place, it becomes defunct.
If it’s not that expensive. Then why would I as a player spend my time upgrading my ship and exploring to find the higher level resource?
Big strip miners are going to be able to cover the costs of the lower tier recipe. So all it would do is encourage even more strip mining to cater the inflated recipe. The only difference the inflation will make is how much longer I have to mine and how large my strip miner has to be.
The whole point of tiered resources with alternative collection methods is to encourage alternative gameplay other than strip mining and put in place the foundations of an economy. Not only that but create a stop-gap of progression that isn’t difficult, but breaks up the gameplay of simply mining constantly.
Having higher level versions of current modules has already been discussed in a few threads. I am all for the idea providing they are separate modules. For the same reasons as above, if you provide a tier based system. People are going to aim for the higher tier providing it is clearly superior. Meaning people will usually rush or skim though the lower tier in order to reach the higher tier as soon as possible. Which begs the question what is the point of having the lower tier, if it’s only there as a stop-gap for people who haven’t got the resources yet, you’re adding one feature that renders another feature defunct.Another way of making rare resources less criticaly needed but still interesting is making stuff that are not vital, but very much desired by a player. Theese can be things like more advanced AI modules, weapons that dublicate existing ones in means of mechanics but are better in terms of efficency and/or have some special properties (think unusual bonuses/specialisations (like having 5% bonus agains shields if using Grey Foam in Antimatter Cannon's recipe)). Theese can also be some completely different, posed as 'advanced'/'elite' tech things (think semi-random useful enhancements, like being able to disable enemy AI for some time, or to put up a temporal invurnerable bubble shield around the ship). Again, it must not be OP. Just unique and useful. I hope I will be correctly understood.
The idea is, the lower tier modules allow you to make a basic ship with a few varying modules. It’s only when you want fancy non-standard weaponry, scanners, warp jumps and other more complex systems do you need the advanced resources.
Artefact resources isn’t a bad idea. I like the idea of having a resource that is not requires for progression. Something purely decorative or monetary. It would add another layer for a potential economy. Allowing players to go off in search of these artefact resources for the fame, glory and money.The aim here is to introduce some 'artifact-like' tech (this type of tech often presents in sci-fi univerces of games and movies), which is useful, powerful, quite expensive, very rare but totally worth the search for the sources.
This could work if refinement was a part of resource collection. Is solo players just want to get the job done, they could make a small few block refinery. If factions want to import all their resources and make the most out of it, they can have one well protected refining station.I also suggest resource refining process to be not only different for each type of resource and multi-staged, but also to be upgradable, requiring more and more power, machines, stages and space (structures* become complex and large with higher tiers) , but also maybe the usage of less rare resources (in order to enable or speed up and/or make more efficient the process of refining).
Higher tiers have greater demands, but also greater speeds and outcomes if to speak about speed and/or amount of output.
You can already make whatever you want. It just takes the strip mining of several planets. Are you suggesting that it would be better if you could build everything you wanted from just strip mining 2 planets for longer?I especially like the first idea, because it means that you can make a whatever-you-want, but it's going to be expensive beyond reasonable if you lack a "special" ingredient that is fairly rare.
This certainly makes the augmentation idea a lot more appealing to me, but an arm of the galaxy is colossal. And the idea that you have factions with monopoly over a resource that makes their ships better seems like an unfair advantage to steamroll across other players.This works ESPECIALLY well if you take this resource and limit it to a region of x number of systems within a galaxy. Say that only one arm of a galaxy contains the material you need to make the production of armor efficient. The faction that controls that space is going to get a lot of trade from the faction that controls the efficient material for whatever else; let's say thrusters. These two cooperate nicely because, separate, they can't make dreadnoughts, but together they can make dreadnoughts.
You could argue that another faction may have access to an equally powerful resource, but what about the solo player that just got stomped on because he isn’t in the faction and doesn’t have access to either?
The more likely occurrence is you’re going to have factions with their fingers in all the pies (special resources) to make the best ships. I like the idea, because it gives you something to aim for. Creating warp-gates and stations across the galaxy in order to create a network of resources that allow you to be bigger and better.
But, again. This is prey impractical for a solo player, or even a collection of smaller players.
One, because they have to travel across the galaxy to upgrade their ship and are unlikely to have the resources to make multiple stations, refineries and warp gates.
Two, because anybody that has even one of these resources is already at an advantage over other players.