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Toastar
Joined: Thu May 26, 2011 4:45 am Posts: 1338
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Dreadlost wrote: I say that they should be called capital planets, because a homeworld does not necessarily mean that one would want to fortify it and make it a bastion of power at the heart of an 'empire' or 'network of planets'.
lets look at star wars and Coruscant, it's a capital, not really a homeworld. I think that it justs adds a bit more realism and sounds a whole lot better calling them capitals planets. Very good point, and better thematically as well.
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Sat Mar 09, 2013 5:28 pm |
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PLURVIOUS
Joined: Fri Jan 06, 2012 3:10 am Posts: 1653 Location: Shredding NPCs and fantasizing about natural Dysons in this beefy UFO that I built in my basement
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OK, shouldn't the focus be on getting something like a homeworld in the first place? Why argue individual specifics until we have at least the prospect of the feature in general. Given how long something as simple and disappointing as the GTC took, we shouldn't expect homeworlds, in all their glory as described here, any time in the near or intermediate future.
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Sat Mar 09, 2013 5:41 pm |
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Silens
Joined: Tue Feb 28, 2012 11:42 am Posts: 779
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The more ironed out an idea is, the better it is and thus the more likely it is to be implemented.
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Sun Mar 10, 2013 1:18 am |
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Topherousenator
Joined: Wed Jul 25, 2012 3:11 am Posts: 899 Location: Turn Around
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You know, if Dan actually visited the "Suggestions & Ideas" page every once in a while I think he would be really amazed at how bright some people are here (like thunderbolta thinking of his own race chain)... Oh well... <sighs>
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Sun Mar 10, 2013 3:28 am |
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DarkMar
Joined: Sun Feb 12, 2012 2:27 pm Posts: 1220
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Silens wrote: DarkMar wrote: 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 There is not a single mineral which sells for one credit. I get about 250,000,000 credits an hour from mineral shipments; that's 400 hours = 57 days + 1 hour = Less than two months not credits mineral points.... the basick production you get from planets, and you cant buy those from credits, that only gets you the minerals at 30K mineral points pr hour, it takes you around 380 years to get 100 bil mineral points, so no nothing wrong with the math
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Sun Mar 10, 2013 6:34 pm |
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Christian.Carson.37
Joined: Wed Oct 03, 2012 1:51 am Posts: 519
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Necro'd. Would LOVE to hear Dans opinion on this.
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Wed May 22, 2013 5:45 am |
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Flux
Joined: Wed Dec 19, 2012 1:00 am Posts: 804
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Christian.Carson.37 wrote: Necro'd. Would LOVE to hear Dans opinion on this. same, some days ago I asked nicely for response, whether this kind of suggestions are welcome or not... as Dan got busy with handling/fixing issues reported on forum, he asked for a while to get back to suggestions.
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Wed May 22, 2013 6:27 am |
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webguydan
Joined: Sat Jan 09, 2010 12:49 pm Posts: 2085
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Having yet another area that produces resources is a bit much, and too similar to existing planets and bases. Having abilities/passives that unlock or become available over time is a good start, though. With that in mind, a homeworld should enhance things around it and still encourage diverse play, rather than being a resource generator on its own.
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Wed May 22, 2013 5:13 pm |
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itsSoulPLayAgain
Joined: Thu Jun 23, 2011 4:30 am Posts: 4230
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webguydan wrote: Having yet another area that produces resources is a bit much, and too similar to existing planets and bases. Having abilities/passives that unlock or become available over time is a good start, though. With that in mind, a homeworld should enhance things around it and still encourage diverse play, rather than being a resource generator on its own. We could use them to farm a virility of Artifacts ,ship mods , planet mods and maybe some thing we can work in to the base. Maybe even have a passive like ability we can unlock with a choose one out of many kinda things. Some thing we can change with GP if needed but have us be limited to the 1 passive. Diversity would be nice.
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Wed May 22, 2013 5:29 pm |
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Golgotha
Joined: Sun Oct 02, 2011 4:14 am Posts: 541
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Might i suggest then that we keep the previous ideas, but modify them.
It is true that we were running on a planet mentality... but there is no reason it has to be like that at all.
Welcome to Class I to Class X civilizations. Or, if you prefer, Fledgling civilizations to Transcendent civilizations.
I am imagining that you pour resources into upgrading not the quality of the planet, but the quality/power/lifestyle/whatever of your people in general.
A Class I civilization can be advanced technologically, but may be primitive socially. Perhaps they create their incredible feats of engineering by raw manpower, pouring thinktank resources into magnificent feats by brute numbers. With significant resources you can work on improving your empires _cultural habits_ and upgrade to a Class II civilization. Then a Class III. By virtue of massive effort, one day your civilization may reach the peak of its potential, and become Class X. Such a culture is unique and powerful, and has experienced a variety of benefits in becoming so.
In improving your civilization, you can now choose between a list of upgrades, probably in a list of upgrade trees. For example, you may have developed a culture that focuses on social care, netting a 5% bonus to the happiness and longevity of your people. This manifests itself in slightly faster planetary reproduction times, etc etc. Or perhaps you chose the cultural ability to highly specialize in organization. This may manifest in lower mining tariffs, lower trade times, etc. There can be governmental choices, military choices, social choices, etc. As asked by Dan, these bonuses should be unique in nature, not focused on improving resource generation in any significant way.
All the previous ideas on creating structures etc based on planet size can be modified - a culture can support "wonders" or "superstructures" based on its level, and its choices of advancement.
In Essence, this modification requires four things. a) Resource costs to level your culture b) An ability tree with multiple starting and ending paths for cultural bonuses and penalties. c) Structures/Wonders/Specific Technologies that can be built by these cultures. and of course d) an interface system to do all this!
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Wed May 22, 2013 11:58 pm |
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daniel_bishop81
Joined: Mon Nov 22, 2010 4:48 pm Posts: 127 Location: milton keynes, england
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+1
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Thu Jun 13, 2013 5:57 pm |
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William Murphy
Joined: Sun May 23, 2010 11:02 am Posts: 191 Location: Shalimar, Florida
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+1 As to Specific Artifacts, well if you were a Zolazin, you could gain access to getting Zolazin Void Towers, Zolazin Shroud Covers, Zolazin Analizers, ECT. Things directed Specifically to your race as potential artifacts from the homeworld. Maybe you have to spend CTP to purchase those said items from the Homeworld, Like a Mini CTLab for your race. Maybe being a Member of a Specific race gives you the ability to UPGRADE certain mission Specific Mods on your ship. Zolazin Jammer 2.0 ect. Kronyn Transthruster 2.0 or the ability to Upgrade the Standard units up to 200%. Maybe your planets gain Specific Racial bonuses to the Racial structures built on your colony worlds.
Ofcourse there would have to be a new group of artifacts made for each race as not every race has artifacts that are like the mission gear drops for the Zolazin. There are a few, but not all.
But it's a damned good idea, and has a lot of potential.
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Fri Jun 14, 2013 1:57 am |
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Toastar
Joined: Thu May 26, 2011 4:45 am Posts: 1338
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webguydan wrote: Having yet another area that produces resources is a bit much, and too similar to existing planets and bases. Having abilities/passives that unlock or become available over time is a good start, though. With that in mind, a homeworld should enhance things around it and still encourage diverse play, rather than being a resource generator on its own. Thanks for the feedback! I'm torn because I agree with you, it'd be better and more interesting for it to do something that wasnt just generating resources. But part of why I suggested it was that I think a Homeworld could be a good hook for a starting player to keep them interested. And at very low levels, it might be the only decent planet they have. I'm not thinking it should be *great* at producing resources, but for a low player, even something that was Extremely Rich would be a decent start. I imagine there's a lot of people who start playing, scan a couple crappy planets, give up, and quit. I was thinking that a Homeworld could be kind of a consolation to a starting player. "You didn't find anything good, but don't give up, you have at least one good world." The game can be rough on early players. Maybe this is two separate suggestions though - have the Homeworld as a cool thing that you build up over time and that does fun stuff without producing resources. Separately, maybe guarantee that a starting player's first scan run will at least have a Large, Rich planet in it - something so that they don't just have a bunch of Tiny Barrens, curse their life, and rage quit 
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Fri Jun 14, 2013 6:22 am |
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Respy
Joined: Mon Dec 19, 2011 4:50 am Posts: 79
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webguydan wrote: Having yet another area that produces resources is a bit much, and too similar to existing planets and bases. Having abilities/passives that unlock or become available over time is a good start, though. With that in mind, a homeworld should enhance things around it and still encourage diverse play, rather than being a resource generator on its own. In that case let's have it produce cookies. Whenever I go home I always get cookies.
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Fri Jun 14, 2013 11:22 am |
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Golgotha
Joined: Sun Oct 02, 2011 4:14 am Posts: 541
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With the poll to choose dan's next "project" heating up, and Homeworlds being a a major contender on this list, i wanted to Necro this topic to remind people of what our ideas for homeworlds are.
Namely, that they are not a "production planet" as Dan stated. Read an above post for the point that we should think of them as "Capital planets" not homeworlds.
Instead, they should offer diverse bonuses that compliment other playstyles.
Take the time to reread this topic guys, and let the suggestions fly.
Remember, we want things like how to implement civilization modifiers, religion modifiers, political modifiers, production focuses, planet preferences, governmental style.
Anything EXCEPT Gain X resources an hour.
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Mon Jan 27, 2014 3:15 pm |
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ODragon
Joined: Fri Jun 25, 2010 1:16 am Posts: 3824
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Golgotha wrote: With the poll to choose dan's next "project" heating up, and Homeworlds being a a major contender on this list, i wanted to Necro this topic to remind people of what our ideas for homeworlds are.
Namely, that they are not a "production planet" as Dan stated. Read an above post for the point that we should think of them as "Capital planets" not homeworlds.
Instead, they should offer diverse bonuses that compliment other playstyles.
Take the time to reread this topic guys, and let the suggestions fly.
Remember, we want things like how to implement civilization modifiers, religion modifiers, political modifiers, production focuses, planet preferences, governmental style.
Anything EXCEPT Gain X resources an hour. That is YOUR idea for homeworlds. Mine is more tutorial for newbies. Read it here
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Mon Jan 27, 2014 3:27 pm |
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Golgotha
Joined: Sun Oct 02, 2011 4:14 am Posts: 541
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Well, its actually lots of peoples, and primarily Toastars. I assumed this was what Dan was thinking primarily because he commented in the thread specifically saying what he was after. That being said, I just checked out yours and it is very cool, but it is also totally different in intent and result than this. Only Dan can choose what hes after of course - I agree that the game needs a much improved tutorial system, but i do think yours is more of a tutorial on empire building that includes a homeworld, rather than focusing specifically on creating a homeworld mechanic. Does that make it worse or less worthy? Of course not. Its just different. But as you say, yours is more a tutorial for newbies. I think that would be voted for under "other" or even "improved tutorial" Gah, repeating myself multiple times instead of getting to the point. Sorry, its almost 4am here. In short, I dont mean to diss your well thought out and well written suggestion, simply feel that its probably not the thing most are imagining when they vote for homeworld. But i could be totaly wrong 
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Mon Jan 27, 2014 4:59 pm |
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Peticks
Joined: Wed Sep 19, 2012 9:44 pm Posts: 1997 Location: Causing chaos somewhere
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I like this idea as capital planets. I think that odragons is more a homeworld which you build up as a pet project while this is the bastalion of power for your galactic empire.
Both have merits and are destinctly different. Why cant both be included. Capital planets and the tutorial with homeworld? Tutorial helps to get players more interested and increases number of players who join and stay in the game. Homeworlds is a mechanic that eveyone can enjoy long term.
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Mon Jan 27, 2014 5:29 pm |
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