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Artificial Planets
http://galaxylegion.com/forum/viewtopic.php?f=6&t=8145
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Author:  Vekno [ Mon Jun 06, 2011 3:04 am ]
Post subject:  Artificial Planets

right now our only method of gaining planets is colonizing ones we find in our scans. i propose we be able to construct planets from scratch, with each level requiring a set amount of minerals, credits, em, and ct. Much like the starbase, each level will require more resources to build, but should not be unobtainable like the current base system, as this is meant to be constructed by a single individual, instead of a 60 person legion.

construction will start a planet out as very tiny with no resources. each level will reward points, exactly like the base. however, there are different types of artificial planets predesignated during the construction process which will affect the requirements to advance the size, and the amount of resource points awarded upon each level.

there can be artificial toxics, artificial deserts, artificial terras, etc. this is so planet specific artifacts can be used on the artificial planets. however, certain types of planets will vary in price and requirements due to their average size. for example, it is much easier to create a very massive gas planet than a very massive icy. however, it is much easier to gain a very tiny megarich exotic than a very tiny megarich barren.

the difference however is that these planets can be expanded indefinitly unlike normal planets. there is no penalty for creating a new planet, except that it will occupy a planet slot. these planets will not follow the current size values, but instead will be starting as a 'Class 1' planet all the way up to infinity, so there is no naming problems. Each level the planet will gain 6 space, as normal planets do, and the resource points awarded will vary. this will allow players who want to put all their eggs in one basket to do so.

i realize that this will allow these planets to potentially be better than anything else presently in the game, including paid planets. however, that is only if the player has enough resources to get the planet up to that level. if the planet construction process follows even 1/100 of the base's resource requirement many players will not get their planets past very massive, which is as intended. other players will get their planets up to Class 20 or higher, but this will only be if they want to 'risk it all' by devoting that much time and energy to the planets construction.

On a side note, much as there is a spacial extender for the base, i was thinking we could have 'orbitals' or 'ringworlds' orbiting our planets at an added construction cost. each ringworld would provide an extra 2 space to the planet, and only one ringworld could be constructed per class size. in addition to that, ringworlds would in cost each level they could be added. i do not believe these should be GP items, but instead cost credits and minerals. for example, a class 1's orbital would cost dynite and credits. and it would obviously increase from there. Once a ringworld is added, there dosnt necessarily have to be a change to the planets avatar, but after three ringworlds are added then perhapse the planet could recieve a bump in the avatar and get some orbitals showing in the avatar. The reason i suggest this is primarily for defensive purposes, so that these planets can be cloaked and/or defended much more efficiently than natural planets, without having to sacrifice as much production.

Oh, and as an added bonus to the already amazing artificial planets capabilities, there is no rising colonization cost. only a set initiation cost to construct the planet. This will be good for higher levels who cannot afford to colonize or invade planets regularly. the true cost of these planets will result in their upgrading costs.

and i got the idea from seeing this image
Image

Author:  Malachilupus [ Mon Jun 06, 2011 3:24 am ]
Post subject:  Re: Artificial Planets

+1 I mostly like the idea
I think that the ring-world thing should be a regular planetary Structure. If they made a kind of "special space" similar to that of the Legion Base then they could be a really nice addition to the game. No Production Structures could be built on them but Att., Def., Cloak, and Pop. Structures could then be added to planets without necessarily taking away from planetary production. If, like your artificial planets, they took an exponentially larger number of resources to expand and they took no (or, at least a minimal amount of) space then they could be very useful. This would allow planets to be heavily guarded and still have decent production.

Author:  Redlaw [ Mon Jun 06, 2011 3:28 am ]
Post subject:  Re: Artificial Planets

A few things.

How will other people interact with other peoples worlds?

Would attacking turn them off for some time?

Can they be invaded and taken?


Should adding passive attack, defense, and cloak be buy able?



Will the player get to do something special on the world? (From a new research tree.)

Author:  Vekno [ Mon Jun 06, 2011 3:35 am ]
Post subject:  Re: Artificial Planets

Redlaw wrote:
How will other people interact with other peoples worlds? Would attacking turn them off for some time? Can they be invaded and taken?


i was thinking they would function exactly like normal planets. you can alert them, guard them, and take them. obviously, this is why it is crucial to have something like ringworlds to add bonus attack and defense to the planet.

Redlaw wrote:
Should adding passive attack, defense, and cloak be buy able?


i wasnt planning on it initially but i dont see why not. it would be an excellent addition considering everything else is buyable. artifacts would also increase it, but only up to their limit (1050 for attack, defense, etc) after that it would be necessary for the player to purchase anything higher.

Redlaw wrote:
Will the player get to do something special on the world? (From a new research tree.)


i hadnt thought out any other special abilities or researchable bonuses. perhapse upgrading past a class 10 would require research, aswell as boosting a planet beyond 48 megarich and passives above 1050. other than that, i'll leave it open to suggestions from the other forum patrons.

Author:  Redlaw [ Mon Jun 06, 2011 3:42 am ]
Post subject:  Re: Artificial Planets

I could see two type of research coming out of this idea:

One being planet rings/space platforms.

The other being a high cost research chain from the start would allow you to start building your own worlds. (Lets say you can have a number of self built worlds equal to your level divided by ten.) But if someone takes said world it loses the ability to be changed and becomes a normal planet for all tents and purposes.

Author:  Vekno [ Mon Jun 06, 2011 3:45 am ]
Post subject:  Re: Artificial Planets

Redlaw wrote:
But if someone takes said world it loses the ability to be changed and becomes a normal planet for all tents and purposes.


i was thinking something very similar, so that they cant have multis build worlds, and then a main take it to build it further when the multi cant afford it. but then again, theyd have to scan the planet first. :P it would also allow players who cant necessarily fill their planet slots to still gain more planets, even if it is one every 10 levels.

Author:  Cdv91 [ Tue Jun 07, 2011 9:14 pm ]
Post subject:  Re: Artificial Planets

I like the Ring World idea. I like the idea to be able to build our own worlds, but when we build it, it should be finite. This would open up 2 new research trees. One for building rings around a planet. Another for being able to build planets.

Author:  FerrusManus [ Tue Jun 07, 2011 9:21 pm ]
Post subject:  Re: Artificial Planets

It would be cool to be able to fully construct planets. Probably at higher levels. I think it should go with the usual sizes though, because then you could still use things like The Gaia Seed without it causing problems. Of course, they could allow for higher maximums (make them go up to 48x and Colossal, perhaps).

The picture is from Halo material, if you didn't know.

Author:  235drew [ Tue Jun 07, 2011 9:33 pm ]
Post subject:  Re: Artificial Planets

+100

how about you can add passive cloak, defense, and attack by artifacts you get from fighting a matched NPC

Author:  Vekno [ Wed Jun 08, 2011 3:49 am ]
Post subject:  Re: Artificial Planets

the artificial planets function as both a regular planet, and a 'starbase' type of build. you can use planet buffing artis like passive boosts, and you can use size enhancers, and resource enhancers (like toxic purifiers) the limit will still be the same as on normal planets, and additional levels must be purchased. like, if you have an artificial toxic, you can use purifiers to increase it to 16x. you then would use points to advance it further. if you cant afford a size increase or want it to be different you can use an irradiator arti to make it irradiated.

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