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 New planet type and planet structures. 
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Joined: Tue Aug 03, 2010 6:31 pm
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Structures:

Orbital Facility: orbital stations for converting stellar radiation/gas/etc into energy reserves. only 1 type of base can be created. allows you to build structures as if the star was a very tiny planet. so you could build attack/defense/habitation only. can only build energy production structures unless stated otherwise. can only be build around a Star. each star produces different effects dependent on type. Cost: 1000 Kurenite.

Anti-Radiation Labs: for the planet structure research tab. reduces the population attrition ratio on obital facilities where radiation levels are high.

Heat Shielded Labs: for the planet structure research tab. reduces the population attrition ratio on orbital facilities where there is extreme heat.

Stellar Lab: for planet structure research tab. allows for energy production equivalent to the other production facilities.

New planet type:
Stars

Stars allow for storage of energy. Players may control 1 star every 50 ranks. maximum of 5 Stars. Each star controlled adds 100 to available energy stores(trade tab under artifact production). energy production shipments arrive every 8 hours. recived shipment converts the production points into energy at a rate of 1 to 1.

Types:

(common)Sub-Dwarf: -75% energy production
(common)Dwarf: -50% energy production
(common)Sub-Giant: -25% energy production
(uncommon)Normal Giant: +0% energy production
(uncommon)Bright Giant: +25% energy production
(rare)Super Giant: +50% energy production
(extremely rare)Hyper Giant: +75% energy production

Class Bonuses:

Class W(exclusive to hyper giants):
Class W or WR represents the superluminous Wolf-Rayet stars, notably unusual since they have mostly helium in their atmospheres instead of hydrogen. They are thought to be dying supergiants with their hydrogen layer blown away by hot stellar winds caused by their high temperatures, thereby directly exposing their hot helium shell.
Extreme Temperature: Ships cannot guard this star. Population regeneration rate -110%. Ships attacking here take additional damage due to the extreme heat generated by this star(ie facility's attack is increased by the star's production percentage)
Radiation Damage: Unshielded Ships attacking this star will take increased damage based on the energy production of the star. (ie facility's attack is increased by the star's production percentage)(can stack with the extreme temperature effect)

Class O(exclusive to hyper giants):
Class O stars are very hot and very luminous, being bluish in color; in fact, most of their output is in the ultraviolet range. These are the rarest of all main sequence stars. About 1 in 3,000,000 of the main sequence stars in the solar neighborhood are Class O stars.
High Radiation: Ships cannot guard this star. Population regeneration rate -110%. Attacking ships have a hard time targetting due to the radiation output. There is a chance that the attacking ship will have their scanners disabled for a short time(15min -99% scan ability).
Radiation Damage: Unshielded Ships attacking this star will take increased damage based on the energy production of the star. (ie facility's attack is increased by the star's production percentage)

Class B(bright giant,super giants):
Class B stars are extremely luminous and blue.
Extreme Luminosity: Hiding in the light of these brilliant stars is quite difficult. All ships(defending and attacking) have a chance to have their cloak rendered inoperable for a short time.(15min -99% cloak ability).
Radiation Damage: Unshielded Ships attacking this star will take increased damage based on the energy production of the star. (ie facility's attack is increased by the star's production percentage)

Class A(sub-giants, bright giants, super giants):
Class A stars are amongst the more common naked eye stars, and are white or bluish-white.
Radiation Damage: Unshielded Ships attacking this star will take increased damage based on the energy production of the star. (ie facility's attack is increased by the star's production percentage)

Class F(sub-dwarf, dwarf, sub-giant, bright giant, super giant)
Radiation Damage: Unshielded Ships attacking this star will take increased damage based on the energy production of the star. (ie facility's attack is increased by the star's production percentage)

Class G(sub-dwarf, dwarf, sub-giant, bright giant, super giant):
Class G stars are probably the best known, if only for the reason that our Sun is of this class.
Ionized Metals: Allows building of mineral production structures. Mineral output is equal to energy production.
Radiation Damage: Unshielded Ships attacking this star will take increased damage based on the energy production of the star. (ie facility's attack is increased by the star's production percentage)

Class K(sub-dwarf, dwarf, sub-giant, bright giant, super giant):
Class K are orangish stars which are slightly cooler than our Sun.
Neutral Metals: Allows building of mineral production structures. Mineral output is equal to energy production +25%.
Radiation Damage: Unshielded Ships attacking this star will take increased damage based on the energy production of the star. (ie facility's attack is increased by the star's production percentage)

Class M(sub-dwarf, dwarf, sub-giant, bright giant, super giant):
Class M is by far the most common class.
Radiation Damage: Unshielded Ships attacking this star will take increased damage based on the energy production of the star. (ie facility's attack is increased by the star's production percentage)

Class L(sub-dwarf, dwarf)
Class L dwarfs get their designation because they are cooler than M stars.
Dying Star: -25% energy production

Class C(sub-giant, bright giant, super giant):
These are red giants, near the end of their lives, in which there is an excess of carbon in the atmosphere.
Dying Star: -50% energy production.

Class S(sub-giant, bright giant, super giant):
No description yet.
Burnt out: Cannot build energy production structures.
Mineral Abundance: Can build mineral production structures. mineral production is equal to energy production +25%.


this would make for some more interesting content.

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Fri Aug 13, 2010 12:28 am
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Joined: Thu May 13, 2010 10:32 am
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This doesn't make sense to me.
*Stars are not considered planets unless we're talking astrology.
*Finding a planet means you find yourself a star as well because planets belong to star systems.

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Fri Aug 13, 2010 1:06 am
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Datatech07305 wrote:
This doesn't make sense to me.
*Stars are not considered planets unless we're talking astrology.
*Finding a planet means you find yourself a star as well because planets belong to star systems.

I agree with this although, Dyson Spheres are supposed to be built around stars.


Fri Aug 13, 2010 1:12 am
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Datatech07305 wrote:
This doesn't make sense to me.
*Stars are not considered planets unless we're talking astrology.
*Finding a planet means you find yourself a star as well because planets belong to star systems.


well considering they would end up being under the planet tab and you could technically build structures round em then technically they are planets in game terms.

also not all stars have planets orbiting em.

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Last edited by kamuii on Fri Aug 13, 2010 1:53 am, edited 1 time in total.



Fri Aug 13, 2010 1:40 am
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I would think that to make star 'planets' (other than the all-powerful Dyson) would have to be made around the smaller, cooler stars. This is because it would be unfeasable to try it anywhere else due to cost/benefit ratio would be too great. (but I bet someone has tried, and that could be a mission chain)

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Fri Aug 13, 2010 1:45 am
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this was just an idea for end game as at higher ranks energy cubes dont seem to drop very often. it just gives a feasible way to get some bonus energy in game other than with a energy cube.

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Fri Aug 13, 2010 1:55 am
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