Lrfss
Posts: 349
Joined: 5/20/2002 From: Spring, TX Status: offline
|
quote:
ORIGINAL: Gareth_Bryne Okay guys, sorry to go against the flow here, but (IMHO): Why NOT material upkeep (for planets)? Any planet of the types used in DW has a sizable amount of resources, which it uses for it's own needs. Take a look at Earth, for example: our planet has huge (and badly wasted, yes) reserves of steel, carbon, the whole table of elements. BUT there are SOME resources lacking, because a) they are unstable, b) they are hard to get or produce, c) they are dangerous to work with and only then d) everyone wants so much of them. The principles of recyclability, reusability and economy should be counted in too. In short: the basic resource upkeep is the (hidden) parameter that defines maximum planet population and the planet's attractiveness (that's why continental is on top of the list). In my opinion, the DW existing planet-resource system is top-of-the-line and can mostly be polished around. Where CAN material upkeep be exploited? Planets can have a surplus of specific rare/basic resources, which are shown on the planet view and form the basis of DW private economy. In my opinion, they could also have a deficit of specific basic resources, shown in red, which will lead to higher prices for the resource on the planet and slower planetary development without it. The deficit can be hard-set or random-event defined. Ships will need refitting in bases once every 5-10 years. That should mean not only a credit price, but also a resource price based on the ship's total resource price. As for colony ships, yes, a colony ship carrying 10-15 mil.!!! citizens, even if in cryostasis, needs MUCH MORE resource and logistics support than a 10,000 crew dreadnought. A review of the existing system is basically that a colony ship built using a single planetary docking space requires a LOT of time (and resources) to build. Such ships should be foolproof due to the responsibility for lives. The sheer callousness of my throwing C-ship after C-ship into pirate infested, hostile native, VIP resource planets, well... at the very least should lead to a severe temporary happiness drop on the originating planet (PR, you know). It must be much easier to build multiple constant passenger ships ferrying up to a 100k potential new colonists from the main planets to colony worlds than even a single C-ship. Notwithstanding, for efficient colonization, if you implement the above, a planet would be a) capable of building a C-ship from about 0,5 billion people and b) building those C-ships one by one, around the clock, automatically of necessity, so as to not to fall behind. Me likes space creatures. Me wants kaltor skin boots and gas giant monster jelly pudding). P.S. Oh, and one more thing. When a game becomes Epic, the excessive amount of available options radically turn off new players. So, a very thorough, immersive tutorial and most of the options turned OFF by default (until said new player learns how to use them) is the way to go. That's the reason that Dominions 3 didn't become massively popular, but everyone that took a risk and dug into the options, usually stayed forever. All good ideas IMHO!
|