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Unread 19 Jun 2007, 17:52   #1
AdmV0rl0n
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So... factories, populations

I have vaguely followed the constructions changes from Beta.

My initial view is that if more factories are needed for production, and this equates to a more likely outcome, that some players will not become untouchable (Cov-ops, scanning) then good. I've incidentally never liked the limitation on how many constructions someone can have

In this instance, I'll say that if you are no1 superpower in the universe, you should indeed be powerful, but the idea in a war game that you can run silently, not suffer cov ops, not be scanned, is not war. In such a war, because you are big in size, you should be bleeding from cov-ops, and your size should equate to being scanned because you are simply too damn big to hide away all your information.

So, in terms of constructions, yes, I like the basic idea that there is an effort going on to rebalance that. And I would like to see size relational to how players can block information being gathered from them. So, the smaller you are, the harder you are to scan, probably tied to disrupters. The bigger you get, the more difficult it is for you to stay hidden.

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Factories.

Seems arcane stuff with factories. I don't know from what I have read, but I would like to see factories that were only capable of X numbers of ships per tick. So no changes to the production time you guys already placed with gov and population, just some limitation on how many ships a factory can turn out in any one tick.

Re-enforced Factories.
OK, lets face it. SKs are going to be flying this round. Everything points to that. So, you should really consider that. Players should be allowed an added tech tree entry, BUT only once they have been hit by SKs.

These re-enforced factories should have some kind of armour value that makes them much tougher to kill. Now the trade off. More expensive? Two construction slots? Dunno, there is probably a way you can trade of the advantage to cost.

You are going to need to give planets something in the face of SKs though!!

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Ship types.
Please let us have cargo ships back!!

Also, please enhance Cov-ops. Perhaps so technology, designs, and other things can actually be stolen.

Races.

More races please. Planetarion should be like the universe, with more and diverse species being discovered as the rounds go by.

Ship types
It would be nice if PA would consider each round like a war. The following round should have historical relevance to previous rounds in some ways.

You have an ongoing galactic war. It would be fun to allow the community some points to correct flaws or failings in the ship designs. To vote, you would have had to play that race in the game. This, caths would have some ability to have a say in future ship development (example.) The points would allow increases in some parts of the ship design. Armour, firepower, but not perhaps in the underlying tech of the ship race.

Another example would be that Zik would attempt to fix the corsair from R21. What would Terrans, Xans and Cath do in turn. If each race was limited to a certain small number of points per round, the ship stats would actually move away from having to be admined like crazy. They would take on a life of their own.

In essense, the races would tell their scientists to correct borken or poorly performing ships. But of course, such arms races are not one sided. The 'other side' are also able to amend and develop changes. Each race change would off course be 'secret' until the game reaches beta, having been voted on by players from the previous round.

Some have suggested a change in tech tree so that directions taken lead to certain paths.

I would like to see the races - once they complete there full tech tree, also to have a hidden tree. This would be akin to a culture tree. Historical digs and their findings perhaps would uncover ship designs and perhaps factories to build them. These might be somewhat random, or from other races. And obviously, they should if from another race have an inherently expensive price.

In essense, more ships, more types, and more interesting, slightly hidden ways to uncover them aside from the current standard method.

Also, some more ship types, spy ships (ships that can go anywhere undetected and pick up some form of useful scan), interceptors (ships that can ambush incoming fleets), Dreadnoughts (Ships that are huge, slow, and up a level on BS class) Super dreadnoughts (Ships that take out the Dreadnoughts).

Marine carriers for stealing tankers.

Each planet should be limited to perhaps one dreadnought, thus, players would have to make strategic choices on their use. Either that, or the factory for such ships should be a costly excercise, limiting how they can be produced.

Combat:
Long ago, Eonium was part of a fuel cost to fleets. It would be good to see each ship have a fuel costing, AND having fuel return to the universe as the 4th resource. Fuel would be collected from F asteroids, and would have strategic value. Further, cov-opping fuel should be added. And for the first time ever, you could add fuel tankers, and the ability for players to trade fuel at player, galactic, cluster levels, ALL LEGALLY in game. But not alliances. Unlike E, C, M which is not tradable between players, this would add to interaction between players, gals and clusters.

Players would have to send the tankers in trade (thus trading has the cost of one fleet slot for a one way journey)

If tankers arrive same tick as in bound attack fleets, then you could have tankers being stolen, killed, or similar.

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Fleet slots

With fewer players, I would like more fleet slots.

Suggestions:-
Players gain 1 slot for tanker use.

Galaxies gain 1 slot for each officer to use. Thus each gal gains 4 extra fleets to be used by gal commanders, the fleets are limited to cluster use, or gal use.

Alliances gain one fleet. The HC can build deep exploration vessels, called base ships. (more on this point in a second.) And the fleet could only be used to explore.

If that's too much, then how about a single extra fleet for the Gal commander. The make up of the fleet would mean its like a zik fleet in that it would perhaps have many ships, but that would mean you'd have to carefully use it to get best use from it. Gal commanders might actually have to be good combateers in the game.

The gal fund includes the option to donate ships. The max donation would be a suitably low, but useful level of ships.

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How to make the game more warlike.

All war usually has seeds in resources. Until now, PA has been focused on planets, galaxies, clusters, and alliances. And each of these has been focused on planets that hold the resources. But what if you take that existing basis, and add to it. These vast resources would be only locatable by alliances. To find them, exploration vessels would have to be built.

Proposals.
Gas Clouds.
Asteroid belts
Undiscovered Worlds.
(You can probably add in more here.)

Alliances would discover such locations, care of their explorer vessels. After all, its all about expansion and being the biggest empires. So how would you gather resources from these locations? Well, players would have to send roiders/tankers (probably needs a little more thought to clarify, but stick with me for the moment), and the alliance base ship would be based there. Alliances would gain points/XP/Similar for holding these extra game positions.

The location of the alliance base ship is only known by the members of the alliance, but could be uncovered by scans, fleet scan, jump gates, or similar.

Strategic wars.

People said the game needed changing from the current model. So, in the suggestion above, I am saying that you can still keep the current aspects of the game, with planets, gals, clusters, and alliances, but by adding this new kind of battle ground, it would mean alliances might end up warring over resources that are beyond the current planet/cluster/gal model, especialy if its lucrative or rather important in terms of score. Alliances should benefit from going out to find these locations, and once found they should be able to harvest them. But also, they should then face attacks and may lose the base ship.

Base ships would travel to these locations and remain, until destroyed, or the game ends. If two alliances have base ships at (example) one asteroid belt, they can both gather resources from it, but if two fleets from different alliances arrive, there would be a battle.

Thus, in theory, you would have a game where, alliances were able to go after 'super' resources, but they would also face having intel gathered against them, and losing resources to other alliances. It would be a case of taking and trying to hold these 'super' resources. Obviously, doing so might have implications. Fleet ETA times might be long, fleetcatches might be an aspect (tankers being caught on the landing tick), and off course, all this eats up fleet slots from alliance players. There should also be one added issue. There are less super resources than alliances (if you had more, there would be no reason to fight over them!)

The end result should be alliances having to divert resources, obviously for valid and reasonable, lucrative payback, which would give smaller players, clusters, gals a chance to play. The alliances would still have the option of targetting their enemy, and going after strategic planets that needed taking out, but the game would have a new layer above just planet bashing planet.

The intel aspect would also help, because if you had baseships somewhere, people flying to and from *are* probably from that 'enemy' alliance. Would add a whole new strategic aspect to the game.

Anyway, you can all slag of the ideas now.

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Unread 19 Jun 2007, 17:59   #2
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Re: So... factories, populations

You might want to consider splitting this thread up into seperate ideas and post them seperately - you'll get more focused response, and it would be easier to check to see whether things have been posted already. I'm not saying that they're bad or anything, just easier to handle in smaller sizes .
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Unread 21 Jun 2007, 16:03   #3
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Re: So... factories, populations

Re-inforced factories would be a solve all for the SK problem and would keep us SK'ers playing the game.
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