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Planet Collision Engine, plus some planet enhancers.
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spyder
Joined: Tue Jun 21, 2011 6:32 pm Posts: 1543
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Gravitational collision engine (one off from a mission initially). Select 2 planets to collide, forming a proto-planet. This adds production and size of both planets together, up to very Massive, 15X mega rich everything. All structures are lost.
The proto-planet can't be built on for a week, and can't be scanned. After a week, you can influence what planet type it forms by choosing 2 missions from a list. They all cost different artifacts to complete.
There are 2 sets of missions - Type and specialisation (look for the crossover, and you'll see what different combinations make).
Gas injection - adds 2 to size and 2 to research and artifacts. Forms a catacomb/Reef/storm planet. Destabilisation - adds 1 to size, 3 to mining and 3000 attack, Forms a Unstable/destructive/chaotic planet. Terrashifting - adds 1 to size, 3 to artifact and 3000 defence, forms a Terran/Jungle/Utopian planet.
Enrichment - adds a further 6 to everything on the planet. Forms catacomb/unstable/terran planet. Hydroshifting - Adds 8 to a chosen production on the planet, and a further 3 to everything. Forms a Reef/destructive/jungle planet. Shielding - Immunises the planet and adds +2 to everything. Forms a storm/chaotic/utopian planet.
E.g . Das injection + Hydroshifting = Reef Terrashifting + Shielding = Utopian Destabilisation + Enrichment = Unstable
These planets are immune to all artifacts, and cannot be guarded. They all have a passive 2.5K cloak.
After you have made your first one, a new boss NPC may begin to spawn. This could drop "Hyperdensity particles", which you can combine 10 of to make another Gravitational collision engine.
Last edited by spyder on Sat Oct 15, 2011 9:00 am, edited 3 times in total.
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Thu Oct 13, 2011 10:08 pm |
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spyder
Joined: Tue Jun 21, 2011 6:32 pm Posts: 1543
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Just some boss NPC drops for planets:
Sand Extraction Unit: Extracts a large quantity of sand from the planet's surface, unveiling many new treasures... Use on desert. Artifact +1, Mining -1 (minerals removed in the sand), grants 4 hours mining on use.
Planetary Production Randomiser: (extremely rare) Removes ALL production points from a chosen resource on a planet, and randomly reallocates them between the remaining 2. Will not increase ANY stat above 8X mega rich.
Permafrost Cooling unit: Lowers the surface temperature of a barren planet, creating a layer of permafrost. Size +1, Mining +5, Removes ALL other production.
Daemonic Intensifier: Chosen Daemon planet "consumes" a chosen production point, converting it into 500 attack or defence. Maximum 2000 of each may be added this way.
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Fri Oct 14, 2011 4:11 pm |
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spyder
Joined: Tue Jun 21, 2011 6:32 pm Posts: 1543
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Another enhancer: Exotica productio ex machina: Gives either +2 to a production of your choice OR +1 to all 3 productions, up to 15X mega rich. Usable on exotics.
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Sun Oct 16, 2011 3:04 pm |
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Vette
Joined: Thu Jul 14, 2011 6:41 pm Posts: 768
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+1 on the idea of making a new planet
-1/null on all the different ideas. That's a heck of a lot of new content, which isn't inherently bad, but Terran/Utopia is sort of like Terra/Exotic, so I'd vote to keep the current planets that are there. Storm = Plasma, Utopia = Exotic or Gaia, Terran = Terra, Catacomb = Barren, Reef = Oceanic, Unstable = Volcanic, Destructive/Chaotic = Demonic, Jungle = Gaia, etc.
I have always liked the idea of creating planets in this game. It sort of makes sense, but as pointed out it needs restrictions like being unable to build on it for a week, not being able to be scanned in that week (huge explosion, perhaps black hole, I don't know, but ships can't go near it) and then having to slowly build it up.
I do think the missions should be infinitely repeatable and I do think they should take a lot of energy. Like 100 shots to do the mission 1 time and it takes 250 energy per shot. Or perhaps 200, but still it needs to be high enough to prevent abuse of it.
As for bosses and NPCs, eh, they can be added to the current bosses although the idea of new NPCs is always something I enjoy. Not necessarily needed though.
I only make these comments because personally, if I were a game developer, the simpler ideas would be the first to come up. Instead of this mass amount of new content and mechanics, just add 1 thing: ability to create a planet. Nothing more, nothing less. We can build on it later if/when it is implemented.
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Sun Oct 16, 2011 3:21 pm |
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Willeitner
Joined: Sat Dec 25, 2010 4:04 am Posts: 641
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sounds like it could be fun.
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Sun Oct 16, 2011 4:08 pm |
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Uy23e
Joined: Fri Sep 16, 2011 12:04 am Posts: 1998
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When you said add "size" and "production" up, I was like... errr..... wtf does that mean exactly? So here is my proposed formula: size=LSB(size(Larger)+size(Smaller)/2) LSB means largest size that is below the sizer of, for example LSB(59) is a very large Production=productionBonus(A)+ProductionBonus(B)-50% In this case, 2 average together is a +50% V abundant, while if you add a extremely sparse to the mix(or one planet don't have certain types while the other do), it will drop the production. But as long as a production exists, it can't go below extremely sparse after the merge.
But yeah, that would be a fun thing to have~
_________________ 当所有传奇写下第一个篇章 原来所谓英雄也和我们一样 私は一発の銃弾、銃弾は人の心を持たない。故に、何も考えない。ただ、目的に向かって飛ぶだけ
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Sun Oct 16, 2011 8:09 pm |
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spyder
Joined: Tue Jun 21, 2011 6:32 pm Posts: 1543
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Sun Oct 16, 2011 9:38 pm |
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Uy23e
Joined: Fri Sep 16, 2011 12:04 am Posts: 1998
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i know about those two columns, but direct addition of those two seems way too much for me. For starters, if we have a planet made of say 10% mineral or whatever such that it is average mineral production. Then we bring in another one that is gas, which mineral free. If we mix the two together, it should be HARDER to get mineral, so the production should be below average. realistically speaking, the finishing result should be a bit over, if not exactly on, the average of the two productions... adding based on rank alone... that's rather ridiculous
As for planet size, well, for most planet I think surface area is the determining factor of "area" and if we wanna be technically correct we would be calculating the volume and then add volume and then calculate surface area of the resulting volume... But that's a bit more complex than it have to be. In any case thou, I don't like the index addition because it doesn't represent well. Although for this one the difference via different ways of calculation is smaller and can be rationalized fairly well.
_________________ 当所有传奇写下第一个篇章 原来所谓英雄也和我们一样 私は一発の銃弾、銃弾は人の心を持たない。故に、何も考えない。ただ、目的に向かって飛ぶだけ
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Mon Oct 17, 2011 12:19 am |
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spyder
Joined: Tue Jun 21, 2011 6:32 pm Posts: 1543
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That's why I put in a maximum limit of Very Massive, 15X mega rich for the Proto-planet. The "customisation" section could be based on the type of planet collided then - It's capped on purpose at Mega Colossal, 21/23/23, and by being immune to all artifacts (and abilities for that matter), it is impossible for it to be any better.
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Mon Oct 17, 2011 12:27 am |
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