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Wow.... That's was just an example. And nowhere did it say the cost.
What if 20x mining cost 100b mineral points?
This suggestion isn't just meant for lowbies, but for everyone. Helps them early on,.and becomes a rewarding, if somewhat a black hole for resources, project for high ranks.
If they spend a ton upgrading they have to cut back on invasions.

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Tue Mar 05, 2013 5:45 pm
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i only hope that if this is implemented that we are given the option to choose our home worlds out of our planets to, id like my home world to be an official home world instead of some random planet being chosen for me

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Tue Mar 05, 2013 6:19 pm
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I love this idea. Nicely done. :D Though I will agree that Dan should spend some time fixing some of the smaller things out there first. Then go back to a new bigger idea.

+1 from me.

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Tue Mar 05, 2013 6:55 pm
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another homeworld, another +1

i think it's better for us to be able to choose the starting planet - the limitation :

1. The first planet you colonize will be your homeworld, and you will not receive any legion shipments while you don't have a homeworld.
2. Make a minor passive cloak for rare/uncommon planets - uncommon would have extra 10, rare 100, etc. etc. - so it will limit the homeworld to Common planets - Gas/Volcanic, + Desert will be nice, so we have +mine, +research, or +arti
The cloak will also give Explorers advantage so they can scan uncommons easier for their homeworld


Wed Mar 06, 2013 2:28 am
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I vote for a 100X Mega Colossal Dyson Homeworld. With large moons.
I'll use a name contract to rename it to "PLURVILLE"

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Wed Mar 06, 2013 2:32 am
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The point of this is as an energy/resource sink and project ... If you wanted to upgrade your homeworld, you'd have to dump a ton of resources into it.

My thoughts on this

Planet type is whatever the player chooses from base planet types*, type upgrades becoming available at certain sizes or with certain races
*Base types: Volcanic, Terra, Desert, Metallic, Toxic, Barren, Icy, Oceanic

Size starts out average with all resources average

Upgrading Size
1) To upgrade size by 1 you need 5k of each resource for the first one and 500 energy, then cost doubles each time (2nd upgrade would be 10k and 1k energy, 3rd would be 20k and 2k energy, ect)
Final upgrade cost: 320k of each resource and 16k energy
2) Size can be upgraded first at level 25 and then the level requirement doubles for each subsequent upgrade (second upgrade at 50, 3rd at 100, ect.)
Final upgrade level requirement: 1600
3) Size can be upgraded a max of 7 times (up to Mega-Colossal)
4) Size can be upgraded once every 20 days (similar cool-down timer to abilities, only it would be 480 hours)

Upgrading resources
1) To upgrade a resource the first time you need; 4k of that resource, 100 credits, and 200 energy: Resource upgrade cost increases by 4k, *credit cost increases by the chart below*, and 200 energy for each subsequent upgrade (2nd is 8k and 400 energy, 3rd is 12k and 800 energy, ect.)
upgrades 1-10 credit cost increases by 1,000 (upgrade 10 costs 10,000)
upgrades 11-20 credit cost increases by 10,000 (upgrade 20 costs 100,000)
upgrades 21-30 credit cost increases by 100,000 00000(upgrade 30 costs 1,000,000)
upgrades 31-40 credit cost increases by 1,000,000 0000(upgrade 40 costs 10,000,000)
upgrades 41-50 credit cost increases by 10,000,000 000(upgrade 50 costs 100,000,000)
upgrades 51-60 credit cost increases by 100,000,000 00(upgrade 60 costs 1,000,000,000)
upgrades 61-70 credit cost increases by 1,000,000,000 0(upgrade 70 costs 10,000,000,000)
upgrades 71-80 credit cost increases by 10,000,000,000 (upgrade 80 costs 100,000,000,000)
upgrades 81-83 credit cost increases by 300,000,000,000 (upgrade 83 costs 1,000,000,000,000)
Final upgrade of a resource would cost 332k of that resource, 1,000,000,000,000 credits, and 16,600 energy
2) Resources can be upgraded every 20 levels starting at 20 (1st upgrade at 20, 2nd at 40, 3rd at 60, ect.)
final upgrade level requirement: 1660
3) Resources can be upgraded to a max of 75X mega-Rich (the final upgrade would cost 332k of that resource)
4) Your choice of resource can only be upgraded once every 3 days (similar selection process and cool-down timer to Trellith influence) (to upgrade to a 75x mega-rich all would take 747 days and it would be a massive resource drain)


No special abilities or production/size/resource increasing artifacts can but used on this planet (i.e. trellith influence, Klorvis supply conduit, Science summit contract, QSE, Terraformer, ect.)

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Wed Mar 06, 2013 3:48 am
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This idea has my support. +1 :)

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Wed Mar 06, 2013 4:25 am
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DarkMar wrote:
when I look at this, I got to ask myself o question - who does this realy help ?
low rank players or high rank players ?

a high rank player would have no problem upgrading his planet to x20 within a few weeks and get a free QSE every 2 weeks
for low rank or slow ranking players it would take a few months.....


Yes, that's precisely the goal. This should be a long-term project for *anybody.* The idea is that it would grow with you as you leveled. Obviously this can't happen if you're already leveled. Higher level folks would be able to get to higher quotas quicker, but it should not be something that should be instantly doable by anyone. As I said, there might be a maximum of one resource upgraded per day. I don't think it should be ludicrously powerful - resource levels should cap in the Dyson range. (32-48X) At one per day, getting the planet to 48/48/48 would take half a year, provided one had unlimited resources. Realistically it should take even longer. This should be a long-term project - something that can be relatively productive quickly, but require a loooong time to fully max out, no matter what your level is.

DarkMar wrote:
so basickly, what you are doing here is giving the high rank players with high artifact, mine and recearch production free QSE's alowing them to expand one off theire planets for free every 2 weeks increasing theire production even futher


The QSE idea was just an example. And honestly, a highly productive planet is more a benefit to low rankers. My artifact production is 96k/hr. If a homeworld were producing 1,000 ap/hr for me, I'd be happy, but it wouldn't make me a whole lot stronger in comparison. I have about two dozen planets that produce more than 1,000ap/hr each. But for someone that was rank 300, this would be a huge gain in power. Even if it was only producing 500AP/hr for them, it'd be a huge help.

Honestly my hope is more for something fun an interesting than mindbogglingly powerful. A personalizable homeworld would be a cool way to customize the game for yourself, and having one available at the start would insure that early players would have at least one decent planet. Further, if Farmville has taught us anything, it's that people get invested in things they create for themselves. It'd give a player something to be invested in that they might look forward to upgrading or tweaking. Something to look forward to and keep them interested instead of quitting.

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Wed Mar 06, 2013 4:58 am
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I agree that the income of the planet is a secondary thing here.

Actually, i really liked the idea of building structures that give special abilities at certain richness requirements. I can not imagine us ever getting a QSE builder.. but assorted single use artifacts, buffs, special abilities, etc etc would be much more awesome than just an income.

This is a good chance to have a platform for a lot of other suggestions that have made it over the years - everything from crew research (not really a fan) to adding in the political stance stuff that was suggested at one point.

Actally, i really like that idea - the homeworld could unlock a variety of political stances, racial bonuses, and overall planetary defensive/offensive/reproduction modifiers that effect your whole empire just like a lot of old space empire style games.

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Wed Mar 06, 2013 5:36 am
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Mega Colossal in size with analyze ability to reveal Large Moons; this gives the world a lot of space to work with and teaches you what the analyze thing actually does. Should be the first planet you scan and, because this is such a special event(!), you get to name the planet yourself. Colonizing gives a medal (With like 5 medal points); this opens newbies to the world of medals and gets them going with those.

I never knew what analyze did until at least rank 200. I think you should also need to meet certain other requirements to be able to upgrade the planet's stats; not just spending resources. For example, need at least 100 medal points to upgrade past Mega Rich in any resource.

Perhaps the moons could be the 'special space'. Maybe a new planet entity which can attack your homeworld in a way different to the others. Maybe it damages structures or if it's like a planet-eater then it lowers resources; people at max resources will then still have the risk or losing that and having to re-do some of it (Not like dropping your 88xMR to 12xMR); building defenses lowers the damage (Or probability of damage) and perhaps helps you fight it; maybe gives you a buff or gives the creature a debuff. Matched and very tough would be good; something which all ranks will have to put a LOT of energy into. Remember how tough a Kulgox Entity was at rank 50? Imagine something seeming that tough when you're rank 100, 500, 1000, 2000? Should not be an easy kill and should drop something worthwhile but not OP; if it's a resource sucker, then maybe it increases production in one slot by quite a large % for 12 hours or something but then lowers that resource by 2. This last bit more stemmed from an excuse to build defenses just so that low ranks can learn about all kinds of structures.

Just throwing ideas around.

'Low ranks' can be interchangeable with 'new players' in my posts.

Edit :-

Maybe works more similarly to bases; each time you upgrade the planet level, you get to put resource points into the planet. Planet level would be like Political Significance. You go from "Yeah, fantastic... You've got a homeworld." through to people spending their life savings to pilgrimage to your stupidly awesomesauce world.

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Wed Mar 06, 2013 11:26 am
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If this came out I would like to be able to pick from a list of pics that would be your homeworld. The planet type should be just homeworld not something that is all ready out. I also agree that this should be a long term project and should cost a very high amount to build. I also agree that there should be NPC's that are made that target your homeworld or maybe even new events that will happen to it and depending on your attack and defense on it depends on the outcome of the event. These events and NPC's would be scaled to rank.

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Wed Mar 06, 2013 2:16 pm
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Yes, i know there is a post on homeworlds already, however, I think my idea requires a new post since I though it out and worked out math so it wouldn't be impossible to get, it would just take a lot time and resources. Also resources and times required have a set value rather than "A lot" or "a large amount"

Let me know what you think

No longer as expensive in terms of energy

Planet type is whatever the player chooses from base planet types*, type upgrades becoming available at certain sizes or with certain races

*Base types: Volcanic, Terra, Desert, Metallic, Toxic, Barren, Icy, Oceanic
*Available at Very Large: Gaia, Demon, Sentient, Irradiated, Crystal
*Available at Very Massive: Plasma, Exotic
*Available at Mega-Colossal: Rift, Dyson
*Race unlocked: Ecumenopolis (Taltherian)
*Mission Unlocked: Aphotic (Into the Expanse)

Size starts out average with all resources average

Upgrading Size
1) To upgrade size by 1 you need 20k of each resource for the first one and 100 energy, then cost doubles each time (2nd upgrade would be 40k and 200 energy, 3rd would be 80k and 400 energy, ect.)
Final upgrade cost: 1.28 Million of each resource and 6.4k energy
2) Size can be upgraded first at level 25 and then the level requirement doubles for each subsequent upgrade (second upgrade at 50, 3rd at 100, ect.)
Final upgrade level requirement: 1600
3) Size can be upgraded a max of 7 times (up to Mega-Colossal)
4) Size can be upgraded once every 20 days (similar cool-down timer to abilities, only it would be 480 hours)

Upgrading resources
1) To upgrade a resource the first time you need; 20k of that resource, 100 credits, and 100 energy: Resource upgrade cost increases by 20k, *credit cost increases by the chart below*, and 100 energy for each subsequent upgrade (2nd is 30k and 200 energy, 3rd is 50k and 300 energy, ect.)
upgrades 1-10 credit cost increases by 1,000 (upgrade 10 costs 10,000)
upgrades 11-20 credit cost increases by 10,000 (upgrade 20 costs 100,000)
upgrades 21-30 credit cost increases by 100,000 (upgrade 30 costs 1,000,000)
upgrades 31-40 credit cost increases by 1,000,000 (upgrade 40 costs 10,000,000)
upgrades 41-50 credit cost increases by 10,000,000 (upgrade 50 costs 100,000,000)
upgrades 51-57 credit cost increases by 100,000,000 (upgrade 57 costs 1,000,000,000)
upgrades 61-70 credit cost increases by 1,000,000,000 (upgrade 70 costs 10,000,000,000)
upgrades 71-80 credit cost increases by 10,000,000,000 (upgrade 80 costs 100,000,000,000)
upgrades 81-83 credit cost increases by 300,000,000,000 (upgrade 83 costs 1,000,000,000,000)
Final upgrade of a resource would cost 1.66 Million of that resource, 1,000,000,000,000 credits, and 8,300 energy
2) Resources can be upgraded every 20 levels starting at 20 (1st upgrade at 20, 2nd at 40, 3rd at 60, ect.)
Final upgrade level requirement: 1660
3) Resources can be upgraded 83 times to a max of 75X mega-Rich
4) Your choice of resource can only be upgraded once every 3 days (similar selection process and cool-down timer to Trellith influence) (to upgrade to a 75x mega-rich all would take 747 days and it would be a massive resource drain)


No special abilities, size/resource increasing artifacts, standard structure upgrades, or timed production increase artifacts can but used on this planet (i.e. trellith influence, Klorvis supply conduit, Science summit contract, QSE, Terraformer, Trellith energizer ect.)

Planetary structure artifacts can be used (I.e. Xecti Repeater, Interphasic hoveroid, ect)

*Analyzing this gives either Large Moons or Planetary rings - Does not give small moons or advanced Ruins

*Edit: lowered energy requirements, Lowered Credit requirements
*Edit 2: Increased resource requirements, undid credit lowering
*Edit 3: increased resource requirements to be more of a resource sink

Anyone have input on resource or level requirement?

*webguydan, do you have any thoughts on this?

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Last edited by Kithsom on Thu Mar 07, 2013 7:43 pm, edited 11 times in total.



Wed Mar 06, 2013 2:38 pm
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NRG sinks are not the way to go. We auto rank so we can play when we want and have nrg for any thing that comes you. We did not pay this much to sit around and do nothing or have things come up that we can't do. We paid and built our ships to enjoy all the games containt when ever we want. By adding more nrg sinks we will just rank more and more building our nrg bars. And As I have said before auto rank will solve it's self. The less NRG sinks are made the better. I'm not saying don't make new stuff but things made only to slow us down and make us use energy are not the way to go. At least not like this. Every one seems to have one of two mind sets. the first is punish them take every thing way. Witch will only make us stop spending and leave. the second make random things for them do dump massive amount of nrg/ resources in to. Witch will only make us need to rank more. Lets make Fun ideas that dont need a lot to do. Just fun things we can spend our time on.

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Wed Mar 06, 2013 3:26 pm
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itsSoulPLayAgain wrote:
NRG sinks are not the way to go. We auto rank so we can play when we want and have nrg for any thing that comes you. We did not pay this much to sit around and do nothing or have things come up that we can't do. We paid and built our ships to enjoy all the games containt when ever we want. By adding more nrg sinks we will just rank more and more building our nrg bars. And As I have said before auto rank will solve it's self. The less NRG sinks are made the better. I'm not saying don't make new stuff but things made only to slow us down and make us use energy are not the way to go. At least not like this. Every one seems to have one of two mind sets. the first is punish them take every thing way. Witch will only make us stop spending and leave. the second make random things for them do dump massive amount of nrg/ resources in to. Witch will only make us need to rank more. Lets make Fun ideas that don't need a lot to do. Just fun things we can spend our time on.

I am now working on a lower energy requirement that would seem more reasonable without draining the entire bar, I was unsure on energy requirements. Thank you Soul

Edit: Altered energy requirements, Do these seem more reasonable?
My mindset isn't to punish and take everything away, Mine is to make something that takes time and energy to make, and can be very rewarding as it is upgraded and gets better.
Yes it takes a lot of resources, the idea is get something really good with sacrifice and time, not get something really good all at once.

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Wed Mar 06, 2013 3:55 pm
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KJReed wrote:
Wow.... That's was just an example. And nowhere did it say the cost.
What if 20x mining cost 100b mineral points?


the cost was listed as

Quote:
For example, to go from 1X -> 2X Artifact production might cost 100k AP. Research production would cost research, etc. Costs would start off low and rise, of course, and there'd be a (high) cap for each type. It might only be possible to upgrade each type once per day, to skirt people just emptying 20 Smugglers' caches at once.


100K AP, is basickly nothing, you can easily get 50K from an atrtifact base even at low rank

100 bil on the otherhand might be a bit to mutch

if you get 30K units pr hour, it would take 100.000.000.000 / 30.000 = 3.333.333 hours to get the minerals = 138.888 days = 380 years



make it to cheap, and the high rank players will have it in a few weeks, and the low ranks wont get it for a few years, depending on how farst they rank

and make it cost GC's and you limit it to paying players who are already getting quite an avantage from 1 mission exotic, 1 mission dyson and 3 Rift planets

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Wed Mar 06, 2013 3:57 pm
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Shameless bump, looking for opinions from all levels: especially high level players ... Any Dysonians have any thoughts on this?

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Wed Mar 06, 2013 4:25 pm
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Kithsom wrote:
4) Your choice of resource can only be upgraded once every 3 days (similar selection process and cool-down timer to Trellith influence) (to upgrade to a 75x mega-rich all would take 747 days and it would be a massive resource drain)


not sure I agrey with your term massive resource drain...........

10K production = 240K points pr day
20K production = 480K points pr day
30K production = 720K points pr day
40K production = 960K points pr day
50K production = 1.2 mil points pr day

for size
Quote:
Final upgrade cost: 320k of each resource and 16k energy


for production
Quote:
Final upgrade of a resource would cost 332k of that resource, 1,000,000,000,000 credits, and 16,600 energy


so with prices as you sugest here, even the final upgrade will be less then 1 days production for most high rank players

this you need to balance against what you could get from a x75 mega-rich planet

got 37 mining, 94 artifact and 40 recearch on my misson dyson
so if we scale that up to x75 you would get something like

40 * 2 * 21.75 * 1.14 * 1.04 * 1.05 * 1.05 = 2166 minerals pr hour
94 * 2 * 21.75 * 1.06 * 1.04 * 1.05 * 1.05 = 4969 artifacts pr hour
40 * 2 * 21.75 * 1.04 * 1.05 * 1.05 = 1995 recearch pr hour

before you add bonuses from trill ability and other boosts

5K points pr hour = 120K points pr day
2K points pr hour = 48K points pr day

is once fully upgraded, it would basickly take 332k / 120K = less then 3 days, before you have the recurces back the final upgrade cost you

so in less then month after you finished upgrading it, it would have payed back all the recurces you payed to upgrade it

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Wed Mar 06, 2013 4:27 pm
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Thank you, that's the input i need, I will modify the resource requirements some after I work out some math.

2) if you read down
Kithsom wrote:
No special abilities or production/size/resource increasing artifacts can but used on this planet (i.e. trellith influence, Klorvis supply conduit, Science summit contract, QSE, Terraformer, ect.)

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Wed Mar 06, 2013 4:33 pm
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Fixed ^

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Wed Mar 06, 2013 4:44 pm
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Quote:
2) if you read down
Kithsom wrote:
No special abilities or production/size/resource increasing artifacts can but used on this planet (i.e. trellith influence, Klorvis supply conduit, Science summit contract, QSE, Terraformer, ect.)


that scales down production on the planet a bit
scaled the production, with the artifacts I have on my mission dysson, and that include Trade Outpost Intelligence : Production +4%, intraphasic Hoveroid Effect : Production +5%, Litheor Transmutative Locator Effect : Artifact +6%, Orbital Stabilizer Effect : Mining +14%

you could proberly squeze a few more K's worth off production out off it with more GC artifects



my bedst guess is prices for final upgrade should be something like 10 -15 days worth off 30K recurces pr hour production
= 30K * 24 * 10 = 7.2 mil recurces for 10 days or = 30K * 24 * 15 = 10.8 mil recurces for 15 days
that would be posible to do for most high rank players, but still be a drain on recurces

but it all comes down to how hard you want the upgrade to be, vs how long payback time you have on your investment

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Wed Mar 06, 2013 5:24 pm
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