by JuliusCaesar » Wed Dec 21, 2011 11:05 pm
Building-boost ideas (easy fixes):
reduce all building resource costs by 50%
reduce rushing costs 20%
increase colony cash-maximum to 12-15 mil
reduce all weapon costs by 25% of each resource
increase weapon construction speed by 20%
(Experimental Ideas:)
+2-5% metal harvesting bonus to each planet, per friendly colony in system (dependent on the server, some have more planets in systems than others)
New defense turrets (very risky to invading balance)
Uber-cool new building ideas:
Ship construction yard (non-planet specific): builds ships at a LARGE cash & resource cost (costs a ton to build the building as well obviously), can construct performance modules or weapon modules as well, stores up to 4 ships and 32 modules
Ship hangar (non planet specific): mini ship construction yard. Much cheaper than the construction yard, allows players to STORE up to 2 ships and 16 mods/weapons, no construction capabilities.
Spicemine 2.0: greatly boosts oil & medicine production (in addition to past bonuses)
Lava Mill 2.0: uranium costs for weapons are a 1/3 of normal, weapon production bonus is increased by 1/3
Ion Tower 2.0: generates static on the colony's minimap, the closer the player gets to the dome, the more static. OR~ produces an erratic gravitational field, pulling the player in for 2-4 seconds, pushing the next 2-4 seconds (moderate gravity strength, not too big not too small, needs balancing obviously)
Missile complex (non planet specific): decreases nuke costs by 10 uranium, 10 equipment, decreases negotiator cost by 5 equipment. Increases maximum nuke/neg capacity to 650.
Entertainment industry: any entertainment constructed on a planet not only adds to that planet's morale, but all others in system as well. (Ok this might be a tad unbalanced, maybe 20% of the entertainment applies to others? great for zounds colonies. Effects stack up to a 50% total bonus)