Another level of play involving tiny worlds

Ideas for improving Starport:GE

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sripley
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Another level of play involving tiny worlds

Post by sripley » Mon Dec 21, 2009 7:32 pm

Tiny world buildings


This is my serious attempt at adressing some real and perceived problems with gameplay in Star Port. Specifically, veteran and new player retention. I've noticed a lot of posts on the forums as well as in game chat concerning ways to "spice up" the game and add new content, while maintaining some sort of balance in the game. Some of these ideas may not be popular, but I ask every one that reads this to consider my ideas seriously. This is a rough concept (even thoug I've fleshed it out with a lot of detail) to add a new dimention to the game and balance without nerfing the existing weapons or ships. All the stuff we are used to will stay the same more or less, with addition of new things for people to play with and use in new and interesting ways.
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The idea here is specifically to change the balance of the game, and find a new balance. I know, changing the balance is bad, and much has been made about it by players that do well as it is, and players that want to throw things out of balance in their own favor. My goal here is not to throw it out completely of balance, but to enrich the balance and provide for new strategies based on "system defense and development" The numbers can be adjusted for balance, but what I'm trying to do here is add more time and money sinks that are novel and fun. These additions will change gameplay significantly, but in a way that will break the stagnation and monotony of the game. They add new content and strategies to retain older players, and even the odds slightly between new players, old players, builders, invaders, and create a third class of merchant players. I put a lot of thought into this, and hope at least will spark some discussion of incorporating one or more of these ideas into the game, or generate more ideas from everyone that reads this.

The set up adds another level of complexity, as well as game mediated environments for players to transact with each other with trust enforced by the game system. My intent is that players will be able to make money off of each other beyond selling deaths, tokens, and barging duty, as well as make loans with some recourse to get something back if someone renegs on the deal regardless of where they are, how powerful their ship or experience, whether online of off. It also gives players an opportunity to recoup losses from being destroyed or having colonies capped.
The bank and insurance functions of the trading post especially give players the ability to earn high exp beyond number of followers, player kills, etc. the high risk nature, and high exp and monetary payout of the insurance and banking funtions make the trading post especially well suited to high exp players and corps who would be better able to defend them, and stratifies the economy with incentives to engage low exp players in commerce to support their ability to build and defend colonies and system defense installations.

As players rise in exp, new options for making money and earning exp open up, as well as another level of competitive play. High exp "veteran" players will by default compete more with each other, and have more interesting gameplay to distract them from unequal competition podding new players and capping their colonies. As new players join up, they have a little breathing room to build and learn, competeing mostly with other new players, but still interacting with vets in the same galaxy, before graduating to the higher merchant functions and specialized buildings that they can now afford. High exp players will be encouraged to contract and corp with new players to barge gear and resources to feed these new buildings. A higher level of strategy for corps emerges as High exp players take on managing these new buildings and economy beyond repeditive colony maintenence. The introduction of expensive, but atractive new game elements also as a "vertical" time and money sink to keep players interested as they progress.

I really have no idea how hard or easy these would be to implement, but feel they are worth serious though and consideration. Please let me know what you think, if you don't like it, tell me why. Please don't just tell me I'm stupid or my idea sucks. I'm looking for honest constructive criticism.

Tiny world buildings are different than biodome complexes, first and foremeost they can only be built on tiny worlds. Tiny World buildings do not produce resources, they use them. Populations in tiny World buildings shrink based on the average morale of the colonies you posess in that system. If your colonies shrink or are captured your Tiny World building populations will fall below operation levels and they will become capturable. Tiny world buildings are only capturable when their reserve of Uranium or population falls below what is required for operation except the rail gun which can operate at a minumum of 1 pop with rate of fire of 1 shot per minute as long as it has uranium and ore to power it, and the ship yard which has a minimum of 100 pop to maintain uncapturable status . At all times they are destructable by weapons fire except trading posts with UN protection.
TW buildings must be purchased at star bases like biodomes, but each building must be purchased separately, and there is generally no build time or resource requirements. You buy em, drop em and stock em.
Tiny world buildings are a resource and money sink designed to be extentions of your planetary colonies into space. Their resource and population requirements are supported by your colonies, they offer defensive and offensive capacity for your colonies. You can build a combination of any 4 buildings on a tiny world.

While the tiny world buildings are bought and placed as independant units, once deployed the player has a unified set of managment screens to work with them on each world similar to what is used for colonies. Resources can be transfered between buildings (each has a separate resource or item storage capacity) and buildings will draw needed resources or items from warehouses (if present) when their internal storage is exausted. The caputurability of all the buildings on a tiny are linked to the morale of planetary colonies in that particular system. As morale falls in the colonies and pops begin to shrink, tiny outpost and facility pops will fall acordingly at a rate averaged over all the colonies held in that system. Capping colonies will not automatically cap tiny buildings, only put them in a state where they will eventually be capturable when their populations or resources run low.

Population does not grow on tiny worlds, personel must be replaced manually by the player if colony moral causes it to shrink. Once resources in the buildings and warehouses run low they as well must be restocked manually by the player. With these additions the ability to place mines, flak, and lasers on tiny worlds by any player, on any tiny, regardless of placed buildings is made possible. Flak and Lasers are made able to shoot at each other. The total placement level of 125 for systems and planets is effective for tiny's as well.

Tinys cannot be "owned" only the buildings on them. Multiple players can place buildings on tha same Tiny world, with a max of twelve buildings total. That means three players may put four buildings on a tiny, or twelve players can put one building each on a tiny. Flak and lazer turrets will fire at opposing players buildings and turrets, unless they are corped or contracted. Due to the multiple player nature of the Tiny set up there are no warnings issued when a player lands (tinys cannot be owned only buildings and hardware) and invasion warnings are not issued upon landing, only a message that a building has been taken, is under attack, or has been destroyed.


Rail gun
cost $4.5m 250k exp
System defense gun that fires bolts into space and targets passing ships. Uses metal ore and uranium at a rate of 100 holds per shot metal, 25 holds per hour uranium
requires 120 colonists for to function at 100% for a fire rate of 120 shots per minute. bolts fly extreemly fast but only fire in a straight direction, they do not "home in" and do 500 Sheild damage per hit.
Rail gun has a max hold capacity of 15,000 holds. This is like a Solar cannon that fires in space, the greatest difference is that the Rail gun has a constany resource drain that spikes as it fires. It gives invaders the possibility of "runnning it down" by causing it to fire, but is quite deadly if you get hit by it. The bolts from the rail gun cannot permeate stars, planets, or asteroids, but will impact and cause splatter damage for a certain area around the impact point except stars which wil absorb the bolt. If the system is realatively open it can reach any point in the system out to the weapons placement limit around warp holes. (players can skirt around the edges to avoid being hit.) targeting distance can be adjusted by the owner to keep the rail gun from opening up until the target is X distance away. Once firing commences the cannon will fire out to it's max range at the closest target.

Missile Complex
cost $6m 300k exp
Can be stocked with nukes and negotiators to be fired automatically at passing ships, must manually stocked and ceses firing when the stock runs out
Requires 25 colonists to operate at 100% can fire up to five missiles at a time with a reset time of 30 seconds Requires 25 holds of uranium per hour
Missile complex has a max of 5,000 holds for resources, and 50 missiles upgradable from a start of 5 purchaseable at 5 bay increments at the complex for $500,000 and require 250 holds of metal ore with no build time. Again the amount that this can fires is limited by it's resource requirements, and missiles on hand. Missiles have the same effective range as when fired from ships. Will only target and fire at ships within half the system radius from the tiny world they are placed on.

The rail gun and missile complex are designed to give players a rubust, but still limited capacity for defending an entire system, and the colonies they hold in it. Invaders can cap these buildings if the owner loses track of their resources and they go offline, or they can be easily destroyed IF the invader can land on the tiny world. Bypassing and capping colonies will set them for an easy capture.

Trading Post
cost $7m 500k exp +50k rep or negative rep
sell weapons, resources, ships and mods to other players, resources and items are drawn from internal storage first, then warehouses if present. The owner can set the prices, UN protection of trading posts can be bought for a %5 sales tax of all transactions making the post non destructable for palyers with positive rep.
Requires 10 colonists to operate Requires 5 holds Uranium per hour
trading post has a storage capacity of 8 bays, and 50,000 resources. Resources and items will transfer back and forth automatically the post and warehouses . trading posts can store 8 items, one 8 bay ship, and any mix of 50,000 resources. trading posts are a two way street, the owner can leave a "fund" of money to purchase material from players who land to sell, as well as have wares for sale. Profits from outgoing sales go into this fund. Sale and purchase prices, as well as what is for sale/or on demand for purchase in the managment screen.

The trading post gives the player the capacity to sell resources and other manufactured items to other players, giving rise to a third class of player beyond invaders and builders, merchants. Exp points are awarded at some as yet undertermined rate for successful sales to other players. The trading post is automated. It functions sort of like a starbase or port that the player owns. other players can land to buy and sell, and items and cash can be stolen from posts like ports and bases. When a thief is caught, if the owner has positive rep they have the selectible option of fining the perp relative to the value of material that was nearly stolen, if the owner has negative rep, they can fine them, take their ship, or have them killed. UN protection is not available for owners that have negative rep. Exp is awarded to the owner for catching thieves as well as the fine.
. Exp is awarded to the owner at the same rate as a regular player kill for the death penalty, if a warehouse or ship yard is on the same tiny world as the trading post, and has room, and the owner has negative rep, the perpetrator's ship and items can be confiscated and stored in the warehouse or shipyard. Perpetrators can be banned permenently, or for a certain time period, and a fee can be assesed to continue a business relationship once banned, these options are user selectable.

Players with trading posts can sell "insurance" for colonies, buildings and ships. The all galactic insurance company would have to go away, but the addition of an automated system by which players can underwrite insurrance for other players for a regular recurring fee. The player sets the reoccuring fee ($x per day deducted from their player hosted bank account) and payout based on player assed value of the covered items and risk of the customer based on exp points and reputation.

Trading Posts also have a bank function, deposits and withdrawls from the Galactic bank can be made through the post by customers and the owner can assess a fee for such services (like an out of network ATM in real life) Players can also sell loans with an interest payment and pay schedule that is deducted from their galactic bank account and/or colonies.

Ships, hardware, and colonies can be used as colateral for loans. Players that default on their loans have their colateral converted to money that covers their loan. ie if you default, and you used your ship as colateral, you are podded, your banker gets the value of your ship and you lose exp as if you were killed, insurance does not pay for loan defaults. Same for colonies, hardware that is placed on colonies that are repo'ed is converted as well as the colony for it's going rate and paid to the banker. The colony and hardware do not change hands, it disapears and the value is used to settle your loan.

Players can also leave money with their banker (another player who owns the trading post) in an account that bears interest set by the banker. Interest is paid out from the trading post fund into customer accounts first, then the banker's galactic account, then their colony and outpost accounts, and finally if the banker defaults on interest payments their ships, colonies, tiny world buildings, and hardware are liquified and split equally as cash payments to the account holders galactic accounts (with a 2% fee assessed to the galactic bank of course) Customer accounts are secure, the banker cannot steal from them. The bank function is universal across all owned trading posts, each owned post by the same player is effectively a branch of the same bank.

The bank fund is separate from the trading post fund. When a trading post is capped or destroyed, the post fund is lost or taken by the invader, but the bank fund is not, unless a player only has one post, then the bank fund resides completely within that post. The "bank fund" is tied to the insurance payments and payouts. If a player that is underwriting insurance loses their last trading post all of their policies are canceled and their customers are notified that their insurance company has gone bankrupt, they get no compensation in this event, but bank account holders get reimbursed the same way as when the bank runs out of money. Money made on insurance premiums and interest payments earn exp for the banker, if bankers default, or are wiped out by having posts destroyed or taken lose exp equivalent to the value of losses inccured.

Banking and insurrance funtions are only open to players of 500k+ exp and 50k+ rep. Who are corporate CEO's. For players with 500k+ exp and negative rep of any value (regardless of CEO status) the bank and insurance function are replaced with "Loan Sharking" and "Protection Racket". Loan Sharking works like the bank, except interest rates have a higher max ceiling, and players who default are killed and exp is awarded to the loan shark at the same rate as a player kill. Racketeering works by having players pay a regular rate to not have the racketeers weapons fire on them when passing through their systems or landing on their planets, but the racketeers colonies, tiny world buildings and hardware are uncappable and indestructable to these players when they are paying protection.

Listening post
cost $1m 100k exp
scans all vessels that pass through system, gives detailed time stamped reports on ships and players in the owners mailbox,(or at the detailed holdings screen for that tinyworld) including actual sheild level (not a percentage) ship type, modules, weapons, contents of equipment bays, amount of money, resources, Fuel level, What system they jumped from and what system they jumped to and worlds landed on.
Requires 5 colonist to operate uses 10 holds uranium per hour
Listening posts allow the player to monitor other players activities in the system. The information gathered can be used offensively or deffensively. They scan both players and NPC's

Electronic Counter Measures
Station cost $3m 150k exp
jams all sensors in system including radar, similar to Ion tower
requires 5 colonists to operate requires 50 holds uranium per hour
Electronic Counter Measures stations have a powerful defensive and offensive capacity, They however do not counter listening posts, If one player has an ECM station, and another has a listening post in the same system, the player with the listening post will retain their radar capacity regardless of the number of ECM stations in the system, and the listening post will function normally except for the area of space 5 planetary diameters from the tiny world where another player holds a ECM station.

Ship yard
cost $5.5m 550k exp
builds and stores ships, ship weapons and upgrades for sale or future use
Requires 1000 pop to buld ships at 100% build speed varies by pop. uses varying combos of resources to build different items
has max storage of
3 ships
3 ship weapons
3 modules
Ships cost significantly more to build than ship weapons and modules

The Ship yard can build all but the IGS ship. It gives the player the ability to build a limited number of ships and either sell them, or store them for future use. Ships can be configured with weapons and mods built or stored at the ship yard or warehouse for rapid change out independant of the starbase. Shields and holds must still be purchased at ports or bases and cannot be manufactured. When the Shipyard's storage is full, or the resources available fall below what is needed for production, production stops. Ship yard can manufacture all ship weapons and mods, they cannot make hardware, deployable weapons, or artifacts.

Warehouse
cost $1m 100k exp
stores resources, upgrades, ships, weapons
Max Storage 96 equipment/module bays equivalent to 25 holds of resources
1 bay can store 1 module or equipment
Requires 5 holds of Uranium per hour
Ships require their bay count for storage, Ie 8 bay ships need 8 bays, 16 bay ships need 16 bays and so forth
The warehouse adds limited additional storage capacity for all resources, mods, ships, hardware (including biodomes, but must be purchased and place there for sale, or future use.) but not sheilds, holds or colonists. If the Uranium runs out the items in storage will remain, but the building becomes easily capturable along with it's inventory.


Finally, loss of exp does not cause the loss of buildings or their functions. Just the ability to buy and place new buildings. Loss of reputation points does not change existing bank loans into loan shark loans, or insurance into protection rackets, if a player with negative rep goes "legit" their protection rackets are converted into insurance, and the penalty for default on loans become the no player kill liquidation method of repayment. Banking and insurance activity earns positive rep, loan sharking and protection rackets earn negative rep at a rate that with slow down drastic up or down slides of rep and prevent confusion.

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sripley
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Re: Another level of play involving tiny worlds

Post by sripley » Mon Dec 21, 2009 7:41 pm

My apologies, I re read my post and realized that I wrote out the banking and loan sharking functions in a confusiing way. Defaults on a bank loan where a ship is used as collateral does NOT award exp as if it was a kill, only defaults on a loan shark loan do, and the bank fund is in fact separate from the trading post fund for buying and selling.

It may seem a little confusing, but again, it's just a set of ideas I had that might generate a new direction in thinking when discussing game improvements.

Please be gentle, I'm only trying to help. :D

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M2-Destroyer
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Re: Another level of play involving tiny worlds

Post by M2-Destroyer » Tue Dec 22, 2009 3:58 pm

Sripley,

I feel i should warn you that you will gain a lot of criticism for the ideas you have put out there, but i must say myself, some of them are pretty good.

I would also point out, that there are people who don't like long posts because their IQ just simply isn't high enough to read a post longer than 10 sentences.

Please do not be disheartened by any flaming and criticism you receive, because the vast majority are against change - But like the borg, we shall adapt.

Good ideas and keep putting them out there.

Regards

Michael2

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pbhead
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Re: Another level of play involving tiny worlds

Post by pbhead » Tue Dec 22, 2009 6:21 pm

very intresting. I really like some of your ideas.

I always thought that tiny worlds and gas giants should do something a bit more than be places where artifacts spawn.

I also thought that more diverse ways to defend your stuff is a good idea too (somethng more than... solar cannon and lazers... and a few mines around dome)

The one problem/annoyance with your idea this... is that, quite simply, shuttling resources around is already very, very boring... and if the solar system in question has a few astroid belts... very very annoying... To now have to do that to tiny worlds... constantly... bleh

(honestly, i think one of the reasons the game does not quite have the player retention it could have is because... resoruce hualing is very boring... and if you want to build something you have to do it... again... and again... and again.)

I have a few ideas on how to make it less boring... but this is your thread. (although... one could be implemented with this idea... a new interplanatary trade network building or something)

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Re: Another level of play involving tiny worlds

Post by tekkamanblade » Wed Dec 23, 2009 2:49 am

i liked the intent and method, but i agree with what m2 warned you about. you were right that your numbers aren't well balanced, which is easily fixed, but the big problems are "what about sleepers/artis" and "multiple player turrets firng on each other".

pbhead, the buildings needing constant stuff brought to them is a sneaky trick to bring more value to noob contractors and the biggest balancing feature of his suggestions.

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sripley
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Re: Another level of play involving tiny worlds

Post by sripley » Wed Dec 23, 2009 2:32 pm

I understand and agree that shuttling resources is quite boring. I think with eight resources that must be harvested and tended that there are way too many to track in this game. That's why I kept the requirements of these buildings confined to uranium mostly. My all time favorite game to play is Starcraft, second age of empires. I've played a lot of RTS games and find that anymore than four resources to gather and manage is just too much, and leads to boredom micro managing everything. Starport is, first and foremost, an RPG. It however has many RTS elements and I feel would be improved by adding more such elements, along with RPG elements.

What I'm seeing from my own play, and the ideas of others is that this game needs more "roles" to play and "strategies" to use, and less repeditiveness.

Let me add that to my wish list, eliminate Anerobes, Medicine, Spice, and Oil, Leaving Metal Ore, Organics, Uranium, and Spice. Which ever resources you eliminate, get rid of half across the board, halve the requirements to build, or double ship holds across the board. This would efectively cut boredom and repetition.

I often find myself barging resources with a dream sower or CEO ship maxed out with 8 bulkheads and no weapons just to save time and fuel. You can move 450 holds at a rate of 10 warp fuel per jump with a Dream sower maxed on bulkheads, as opposed to 200 at 7 per jump with a CEO without bulkheads, that's a savings of 4 warp fuel and the reduction of jumps needed to barge those resources. If your resources are 5 jumps away the savings compound drastically, especially of you're useing a very low hold ship.

With low burn rates the boredom can be minimized, and yet it gives vets a reason to contract more newbies for barge duty.
The flip side of this is that giving players the ability to buy and sell through a trading post would cut down on long haul resource and hardware barging.
It would be advantageous for some to set up their colonies close to veteran's outposts to buy/sell resources and hardware, or buy protection.
Numbers can be nerfed until balance is found.

The bank and insurance functions may be too complicted, but I really like the idea of a protection racket and some means of loaning money with game system enforcement of penalties for not paying it allows veteran players to profit from helping new players, while leaving an automated recourse for backstabbing.

A hypothetical situation would be a system where a vet, or corp of vets sets up two or three colonies in a system. They build the rail gun, missile complex, trading post and warehouse on several tinies. several new players that have agreed to pay protection set up colonies on other planets in the system. They then can sell their resources at the post, these resources will be used automatically at the Tiny buildings to feed them, or can be barged to colonies. The new players benefit from the protection of the veteran corp, and help feed their buildings without having to be contracted and paid to barge resources to the vets colonies or tinies. New and veteran players would benefit from such arangments.

Since the owner of the trading post can set his demand and prices, uranium (or whatever other resources needed) would become a more valued comodity, and in great demand. Nukes, negotiators, and other hardware can become lucrative commodities as well. Newbies could earn more money faster by say buying harware at a starport, and hauling it to a post, later when they need hardware they don't have to fly across the galaxy to buy it. Players with fully developed and deffended colonies can unload surplus hardware in the system they were fabricated, and buy hardware closer to where their other colonies actually are from another post. Surpluses can be sold at a premium far from other posts or starbases, or players can undercut each other or bases to compete economically, a PVP and a PVE element roled into one.

Putting different players buildings and hardware in the same place might sound strange, but it gives the option of using turrets offensively when invading a tiny. Keep in mind that tiny buildings are uncapturable when fully crewed and powered, but they can be destroyed. Destroying a trading post for instance would do most players little good beyond incurring the rath of the owner, goods would not be seized and only a fraction of the funds in it gained from wreckage, it would be better to leave it alone and trade there, unless the owner is in competition with you, price wars would evolve into sacking each others posts and colonies for economic dominance.

Obviously placing defences at a trading post would drive customers away, unless they have been sold protection. Players that depend on a vet's tiny buildings for security and resources would also find it advantageous to defend that other player's properties by default. The more players that are utilizing your properties, the more there will be to rush in and defend it when competing interests raid them and try and cap your colonies or destroy your buildings in that system.

Maybe ownership of tinies should be given to those who place buildings, like on regular planets. This would simplify things, but I feel that alowing multiple players to place multiple buildings on the same world would open up new avenues of competition and cooperations. maybe limiting four buildings total would be in order, with any mix of ownership. Perhaps ownership of the world is awarded to the player that constructs four buildings first, then they gain the ability to place hardware.

Giving veterans the option of helping secure lesser players from other veterans, and act as starports and starbases to these players would create conditions for new players to act as vassels to the veterans lord without corping or contracting. This new system would encourage more lasting relationships based on neccesity and mutual defense.

This system would probably be unwieldy on rebangs, but would really open up the possibilities in permas.

Sleepers and artis,
Basically if you land on a tiny and there are buildings present, do you want to sleep there? If you're kicked out of port, and placed on a occupied tiny, well, maybe you should have logged back in and checked before you ran out of money. The game system could be weighted to place sleepers on empty worlds if present, or gas giants. Sleepers are targets, and will continue to be targets, don't log out with $4,000 dollars to you name. As it is, players have no security while offline unless they pay for it, this would not change. An inn function could be added to the post as well, or players that pay for protection could sleep on worlds secured by the owner as well as anchor in their space. if you're money runs out, your protection is canceled and their guns open up on you.
Arti's would continue to spawn on tiny's, but only empty ones. They would continue to spawn on Gas giants too. If you land to build an outpost and find an arti, that's just gravy on top.

For folks who have real difficulty reading a full page or two of paragraph formatted text, don't flame me for having command of the English language.
A thorough description of my ideas requires a few thousand words as I have no idea how to relate them in a graphic format and I try to keep them as concise as possible. If this bothers some people, and they're struggling to read my posts in under five minutes, maybe they should put the video games down for an hour a day and read a book. Perhaps a trip to their local optometrist is in order. they may have an as yet undiagnosed occular deficiency that is holding them back from their full potential. Either way I will try hard to keep the wordiness to a minimum.

I'm not being arrogant, or trying to put on aires of superiority. it truely vexes me how many people are willfully ignorent, feel imensely superior to others because they have a slightly better aptitude for certain things, or are threatend by others who have a better aptitude. honestly and constructively adressing my own short comings, and the short commings of others is the best path towards enlightenment. I find it is more soul satisfying to improve one's self while raising others up, rather than to attempt at cutting others down. However we are all still merely human, errors in judgment, and emotions are part of the game of life.

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ArdRhys4
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Re: Another level of play involving tiny worlds

Post by ArdRhys4 » Wed Dec 23, 2009 3:04 pm

LOL, last two paragraphs were hilarious for last post. Anyway, the idea make sense except for the turret shooting into space. That has WAY too many balance problems. (the first post I only skimmed, the second post I read through completely). Either way, the trade station and weapons complex are kewl. Did you talk about a radar station?

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Re: Another level of play involving tiny worlds

Post by M2-Destroyer » Wed Dec 23, 2009 4:08 pm

Hmm - i was trying to paste a quote here, but apparently, my new "Ctrl+V" is my lowercase r.

Odd..

Either way - i loved the last few paragraphs of that post, made me laugh quite a bit - Nice one :)

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Re: Another level of play involving tiny worlds

Post by tekkamanblade » Wed Dec 23, 2009 5:14 pm

2nd verse same as the first. i myself have often wished the game's resource system were overhauled to allow for monopolies on spice, i freaking hate that all planets make everything now, but it does alot towards removing tedium so im letting it slide until we can branstorm up a better system. economic dominance as you so succinctly put it would be an excellent "third path" to go up there with building and invading.

there is already a way to use turrets offensively, by deploying them into space in your enemies area. however, they are/were ridiculously under powered, even before surface missiles and cloaks could get put on 16k shield ships. i dont think the rail cannon would be op, and coding it could be largely copy pasted from the sol mechanic, but i still dont think you will ever get that one implemented anyway.

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Re: Another level of play involving tiny worlds

Post by pbhead » Wed Dec 23, 2009 9:33 pm

heres the thing i see... no newbie is going to actually bother with hauling stuff for money on a perma well developed enough to support this kind of economy. Most just ask "can i have some money plz?" and more often than not.... they get it. Even if they are going to hual resources... they might as well do it between 2 trade ports close by/in UN space, instead of venturing out 20 or so hops to some obscure place...

The line between a merchant and a colony builder is very very tiny... and once you get a colony or 2... there is no reason to go back

See... RTS elements are nice... I like RTSs. but... no one likes to be the SCV endlessly walking to the vespene gas refinary, picking some up, and walking back to the command center... we like to be the guys telling the legions of SCVs to do it for us. And, 1. there is not enough players in starport for you to have them be your legions of SCVs... and none of them will want to remain that way for every long.

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Re: Another level of play involving tiny worlds

Post by ArdRhys4 » Sun Dec 27, 2009 3:41 am

That is what the caste system is for :twisted:

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Re: Another level of play involving tiny worlds

Post by Mel'Kaven » Mon Dec 28, 2009 11:53 am

I kinda like the idea of tinys and gas giants being nothing, becuz in reality on a gas giant in rl... you wont find anything.and on most moons your not gonna find anything anyways. Its like reasuring us that there is so much nothing in space.

but Im weird so eh, w/e :roll:

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SpaceToast
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Re: Another level of play involving tiny worlds

Post by SpaceToast » Tue Dec 29, 2009 7:17 am

i dont like the idea of a missle complex but thats just me i like the rail gun and everything else but not the idea of invaders being able to place lasers as a offensive weapon...they would just let the lasers do all the work and sit and laugh maybe make it where players who are sharing a tiny are automatically contracted ONLY on the tiny but NOT in space or other planets. and dont allow players who dont have a building on the tiny to place lasers/flaks/mines.I gave my imput gl and great thread btw.

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Woots
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Re: Another level of play involving tiny worlds

Post by Woots » Tue Dec 29, 2009 1:59 pm

I kinda like this idea, but a tiny firing nukes at passing ships is just ridiculous. If you were on autopilot then you'd be dead.

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tekkamanblade
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Re: Another level of play involving tiny worlds

Post by tekkamanblade » Thu Dec 31, 2009 5:19 pm

Woots wrote:I kinda like this idea, but a tiny firing nukes at passing ships is just ridiculous. If you were on autopilot then you'd be dead.
especially since there are like 3 tinies per system and 4 buildings from 4 players on each. thats like 50 nukes per volley per system. im smart enough not to afk autopilot, but this would destroy me even if i was actively dodging.

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General_Neox
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Re: Another level of play involving tiny worlds

Post by General_Neox » Sat Jan 02, 2010 9:44 am

I don't even think Toonces will read that...

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