Planned Uneven Resource Distribution and Density: Getting the Wheels Turning

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    Nice ideas, combined with shops having more locally supplied stock would allow long distance trading too. One issue would possibly be the credits though, as they are mostly useless. Other players would have to sell exess useful blocks to the shops to make npc mediated trading work, and people tend to hoard modules they know they will need.

    Sure, credits can be used to fix abandoned stations for salvage, but that just means that nobody will have credits and shops just have junk most people don't want.

    Where am I going with this? I don't know. Anyway, cool stuff and I hope it works when/if it's implemented.
     
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    Nice ideas, combined with shops having more locally supplied stock would allow long distance trading too. One issue would possibly be the credits though, as they are mostly useless. Other players would have to sell exess useful blocks to the shops to make npc mediated trading work, and people tend to hoard modules they know they will need.

    Sure, credits can be used to fix abandoned stations for salvage, but that just means that nobody will have credits and shops just have junk most people don't want.

    Where am I going with this? I don't know. Anyway, cool stuff and I hope it works when/if it's implemented.


    This would not make credits useless as credits would be a standardized mediation currency, meaning that it can be used as a standard exchange unit. Credits would still be needed to hire crew (something no one thinks about), pay for rarer blocks in a sector (although far more expensive), and create stations. As NPC factions are implemented further, we will see them use credits as a currency as well, most likely for services. So no, credits will never go out of style, even if they are less depended upon...
     

    Ithirahad

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    Nah, credits wouldn't go anywhere... They'd stop being the end-all-be-all, but hiring crew, repairing ship armour HP at a shop, etc. still eats credits.
     
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    but what is with extreme greedy people? you know, player with giant ship and there looting (mining) entire sectors. they won't even sell 1/10 of the stuff they found. the universe will get very empty and poor. so, is there somekind of value-limit?
     

    Ithirahad

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    but what is with extreme greedy people? you know, player with giant ship and there looting (mining) entire sectors. they won't even sell 1/10 of the stuff they found. the universe will get very empty and poor. so, is there somekind of value-limit?
    This is a very, very hypothetical edge-case sort of thing... A galaxy is a big place, one person mining out an entire blob of systems large enough to make an appreciable difference in the net value of the entire galaxy doesn't sound likely. A faction, maybe, but if they managed to do that I guess they just won StarMade. Besides... Asteroids respawn...
     
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    This is a very, very hypothetical edge-case sort of thing... A galaxy is a big place, one person mining out an entire blob of systems large enough to make an appreciable difference in the net value of the entire galaxy doesn't sound likely. A faction, maybe, but if they managed to do that I guess they just won StarMade. Besides... Asteroids respawn...

    This is the beauty of Starmade... Go somewhere else, there are always more galaxy's to choose from... Or attack the player and destroy the ship...
     
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    Ithirahad

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    This is the beauty of Starmade... Go somewhere else, there are always more galaxy's to choose from... Or attack the player and destroy the ship...
    Exactly, the loot from a ship like that would be epic... Imagine, an entire stellar region's worth of ore in one ship... You'd be rich instantly!
    (The only problem would be if they took all the stuff to their homebase... however, ideally there will be some way to 'siege' homebases or something anyway.)

    Anyway, this is exactly the type of thing I'm trying to encourage - with a universe like this, that amount of stuff isn't easy to match, so a freighter carrying a metric fucktonne of any given resource will immediately become a target of player pirates everywhere. Boom, instant meaningful conflict! That fucktonne freighter is going to need to hire some escort ships. (And probably pay their pilots with some of the resource they're carrying...)
     
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    What about theres decent ammounts of resources spred across the galaxy....... enough to get smaller players on their feet... however not enough to satify larger scale operations????
    There could be rich resource pockets in certain areas of the galaxy which provide large ammounts of certain resource types etc....
    like the idea by just no to limiting astronaut inventory...................... How on earth would we build big ships???? when your placing a few hundred blocks each click????
    No way im going back and forth to my cargo containers.......every 5 seconds........

    But yeah, more diversity, points of value and interest would be good
     

    Ithirahad

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    You build big ships in a shipyard, and then work towards them, trading and mining your way to your goal, Dire. The idea is that there would be a little of everything everywhere, though, yeah. Just only a lot of some things some places.
     
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    There's already scarcity in the game. Really useful things like shield capacitors are hard to source the materials for.

    You could also just turn off all non-player shops, but then you'd also need to set the credits needed to build a station to zero (which makes far more sense to me IMO).
     

    Ithirahad

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    Yeah, but the current model of scarcity makes everything have about the same rarity in any given part of the galaxy... Suppose that in one area shield capacitors and shield regen were easy to make - but cannons and beams were not. People would probably settle there, make tons of shield caps, and export them in exchange for cannon and beam modules from elsewhere. Things like this can't happen in the current system very much, people pretty much colonize places at random, or near Larimar asteroid-containing systems which are, when it all comes down to it, actually all over the place. Self-sufficiency is not incredibly challenging (Just boring - That's why I ended up trading out some Sertise for a mining ship and a bunch of Hylat. >.>)
     
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    Yeah, but the current model of scarcity makes everything have about the same rarity in any given part of the galaxy... Suppose that in one area shield capacitors and shield regen were easy to make - but cannons and beams were not. People would probably settle there, make tons of shield caps, and export them in exchange for cannon and beam modules from elsewhere. Things like this can't happen in the current system very much, people pretty much colonize places at random, or near Larimar asteroid-containing systems which are, when it all comes down to it, actually all over the place. Self-sufficiency is not incredibly challenging (Just boring - That's why I ended up trading out some Sertise for a mining ship and a bunch of Hylat. >.>)
    Using that with an automated system of mining (Such as the machines suggested in other threads that automatically "mine" resources) That could create lots of trading need and monopolistic activities.

    I like it.
     
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    So now that this has been poked, I'll just put a thing here. Spoilered to be courteous.
    I'm going to agree with you on many points, but I'd like to add some more implementation features and see how it gets received. I completely understand that it might sound bad/silly/inefficiently explained, but I'll throw it out there anyways. Here we go:

    What I propose is that different regions of the galaxy have different amounts of different resources, and for some systems to have far higher amounts of minerals than others. For instance, one spiral arm might have lots of Parseen and Sapsun, needed for Shield-Rechargers, but almost none of the Rammet and Sertise needed for Shield-Capacitors.
    So the galaxy gets separated into sections containing different resources, and it seems like it would be easier to keep this to asteroids for now. This is merely because we have static asteroid compositions (all blue ones contain the same resources but in different amounts, etc) and that would have to be changed so that this doesn't apply to asteroid generation anymore. That is the ideal case, but I'll work around it and post the ideal version below. I'd also like to say that planets should be left alone for now until either a resource extractor-type feature is implemented, or planets become less laggy to mine.

    The main changes in this concept are:
    • Asteroid ring generation in systems is based on probability
    • Said probability is determined by the resource region and distance from the center of the galaxy that the system is in
    • The region determines the priority for how asteroids will be affected
    • The distance changes the spawn probability of the regional asteroid
    • The center of the galaxy will be neutral, with all asteroids (for example) getting equal chance of spawning at 12.5% each
    • The edge of the galaxy would be vastly more likely to spawn its corresponding regional asteroid than the others
    • The distance scale is a server config, and can be changed to the server's liking
    What does this mean?

    Each asteroid will get its own region. That's 8 regions, split it up how you will. I know it seems weirdly organized for space, but bare with me. That means you'd have 8!, or 40,320 base galactic configurations (MATH!). The regional asteroid spawn probability will scale with distance as said. This means that if you're at X distance from the center, green asteroids might get a 17.5% increase, and all other asteroids will spawn at 10% (That is just an example of the way it would work, I just needed an easy number). You could also potentially have overlapping zones in the generation regions, so that the overlapping resources share an increase in spawn chance, and the others are corrected to be lower. Otherwise the edges of regions don't mean anything. After taking all this into account,

    So how this version would work is that instead of 8 regions, you'd have 16. Each asteroid will have 2 resources, and you're just more likely to have your regional material in it than in the 8-region version. You'd also have 16!, or about 20 trillion base configurations for your galaxy.

    I also think there should be some random sectors with different spawn values thrown in each region for pizzazz and whatnot.

    What about planets?
    Planets get their own additional process. On the asteroid-based version, a 50-50 RNG value for each asteroid to decide which resource from each is going to be able to be on that plate. Then it goes through the scale-thingy to randomly decide. For the non-asteroid version, it's just random with the scale-thingy included.

    Why would this be a good way of implementing the OP's concept?
    1. It gives some more structure for the universe. I know that isn't proper, but it'll be easier to understand what is where.
    2. Players will have to think more about where they settle once they leave the center. The edge will (eventually) be more dangerous and have less variety, so there's a risk-reward for how far you go.
    3. It supports colonization and player interaction more than the current ingame system.
    4. It's configurable
    Why it's bad:
    1. It means less exploration potential. You know what will be more likely to be where, and that's not explore-y.
    2. It's too organized to be realistic. I know some people like that in their game.
    3. Without overlaps, you get less variety and will get a less random experience.
    In conclusion, scales are good for configuration and this is neat.
     
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    Ithirahad

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    Each asteroid will get its own region. That's 8 regions, split it up how you will. I know it seems weirdly organized for space, but bare with me. That means you'd have 8!, or 40,320 base galactic configurations (MATH!).
    ...Ew. So, no having two different regions of the same mineral, and pretty much complete galactic organization? Eh... Exploration and prospecting is kind of one of the points of this suggestion, so I don't really like that.
     
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    ...Ew. So, no having two different regions of the same mineral, and pretty much complete galactic organization? Eh... Exploration and prospecting is kind of one of the points of this suggestion, so I don't really like that.
    It's not complete galactic organization. It's just altering the spawn probability. Complete galactic organization would be limiting where asteroids spawn completely to only their "region". This method does not do that, and you could still get a system with only chabaz asteroids at the edge of the tekt area. It's just not as likely. I understand where you're coming from though. I acknowledged that it would lower exploration, but I also only intended this to be a starter system for distribution.

    What do you think about the scaling thing though? Could it be useful in a different setup?

    Plus:
    I also think there should be some random sectors with different spawn values thrown in each region for pizzazz and whatnot.
    This would also be in there
     

    Ithirahad

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    Yeah, I do like the distance scaling idea... kind of. But the problem is, the faction point system already massively penalize you for trying to settle further out, and if you get whacked with the disadvantage of only having certain types of resource there for the most part, people will just crowd up in the core of the galaxy and we'll end up with the same exact game we have now plus a few isolated mining operations in faraway border zones for things a faction wants more of for whatever reason. I'd rather the rim zones simply have slightly higher overall resource density (For zone as well as non-zone resources - just more asteroids in belts, larger ore veins underground on planets, etc.) along with maybe certain things - new resources, probably - not available closer to the galactic center.
     
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    What if mining bonus for a system, increased with distance AWAY from 0,0,0, but you keep the faction point costs as is.
    Smaller factions start in the center, and work their way out as they gain more faction points, gaining access to larger deposits of resources (mining bonus). Add to this of course uneven resource distribution.

    WHY DOES THIS THREAD HAVE NO TAGS?!
     
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