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 Random Planet Bonuses 
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Joined: Thu Jun 17, 2010 11:45 am
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I play Sins of a Solar Empire, and one game feature that I really like is that once you've colonised a planet, you can "explore" it to search for useful materials that you would not otherwise know are there. These bonuses help to differentiate planets even more than simply by their class (Terran, Icy, Volcanic, etc), give players some additional options once they've colonised a planet, and give a player more to think about when deciding what to build/how to specialise a planet.

The useful materials come in two different forms:

Advanced Devices: These devices give your entire empire a boost of some kind, such as improved weapon damage, but these are extremely rare.
Planet Bonuses: These bonuses are varied and relatively plentiful, and can be both good and bad, improving or reducing some aspect of the planetary stats. Planets can have more than one of these each. Examples include veins of rare resources which boost mining output, or military prisons that reduce max population but increase defence. Some of the bonuses are planet type-specific as well, for example, the Massive Pure Glaciers bonus gives a boost to trade income but can only be found on Ice planets.

I've been thinking that planet bonuses could be adapted for Galaxy Legion. There are two possibilities;

  • We could have a system where immediately upon colonisation, a random effect occurs, (Automatic) or;
  • We could have a system where once a planet has been colonised, players get the chance to explore/scan the planet. (A clickable option)

There are lots of bonuses that we could have in the game as well, and since Galaxy Legion has significantly more planet types than Sins has, the list of bonuses could be significantly bigger. We could come up with a list, but firstly, what do people think of this idea?

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Wed Aug 10, 2011 10:45 am
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I like the idea of this +1

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Last edited by Krog on Wed Aug 17, 2011 8:10 pm, edited 1 time in total.



Wed Aug 10, 2011 12:44 pm
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Very interesting. Please more details.

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Wed Aug 10, 2011 12:56 pm
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Sort of like these?

Quote:
I would like to suggest another, based on the planets themselves. These would come in 3 varieties, ones which the planets are 'born with', others that can be added by NPC/mission drops and some that are either. Most of these passive abilities could only be gotten once. They could stack (Space Station, Ringed and Exotic Spring) but you couldn't have 2 of the same (ex, 2 Exotic Springs).

Born:
Friendly natives (Terra): Working with the native population, you planet can sustain more life. All population building gain a 5% boost. Additionally, you get +50 population and +25 vs invasion. When planet becomes a Gaia, these bonuses double.

Unfriendly natives (Terra): These natives feel you are taking over their planet. They make it harder for you to do anything on the planet, killing any who wander off. -50 population however they don't want other colonizers either so still +25 vs invasion. A defensive building on the planet will cause their -50 to be ignored. When planet is turned to a Gaia, they change from Unfriendly Natives to just Natives. Natives realizing you are not there to exterminate them, stop harassing your people. Population negative is removed, invasion bonus stays.

XTS-9 production (Toxic): This planet naturally produces XTS-9: +2 Mining, +25 vs invasion, -5% population, +1 XTS per day.

Self-Cryo (Icy): Your planet is so cold that you can dedicate space otherwise dedicated to refrigeration units to MORE research: +1 research per building. (Melting the planet would lose this bonus. This might make having multiple smaller buildings actually better than more efficient buildings up to a certain point, I've not done the math). Becomes Hydro-Powered when melted: +1 research (not per building).

Ring (Any): +1 to mining or research or artifacts

Extinct Colony (Any): An advanced civilization was stranded on this planet and is now all dead: +1 Artifacts (not available on Terra planets with any kind of native).

Hydro-Farming (Natural Oceanic): Your sea is bountiful: +5% population, +2 Research

Natural Fortifications (Barren): The dirt of your planet is very hard when made into cement. This allows for great fortification. +150 vs invasion, +100 defense. (Stays when converted to Sentient Planet)

NPC/Mission
Gemcano (Volcanic): By seeding the core of your planet, you are able to get the volcanoes on the world to spew unnaturally large and precious gem stones: +2 mining, -50 cloak.

Ultra-Pure (Metallic): A process is added to your planet which makes the ore refined from it ultra pure however, it is so sought after you will lose planetary size rank: +5 mining, -2 building spots

Gas-Converter (Gas Giant): Permanently changes the research of a gas giant to mineral production, leaving very sparse research. (Could be destroyed by owner. So a Research Ex Rich would become a Mining Ex Rich with very sparse research)

Space Station (Any): +5 spots added to planet, can not be used for mining/research/artifact (or artifact type) buildings, essentially a weapons/defense/cloaking platform.

Ring Optimizer (Ringed): Changes the randomly generated ring on your planet to a type of ring of your choosing.

Corrosive Substance Launcher (Toxic): +25 attack and +25 defense to a planet, max 175.

Either:
Exotic Spring (Exotic): Your planet just coughs up exotic matter that is easy for you to harness: +1 mining & 1% more exotic material on mineral collection.

Hyper-Silicon (Desert): A special type of silicon is found on your planet that the Sha'din need for their Supercomputers. They are willing to trade special research knowledge for quantities of this: +1 Research (Upon crystallization, you get Natural Hyper-Crystal, see below). NPC could drop artifact allowing you to find Hyper-Silicon if not there when planet is colonized.

Natural or Man-Made Hyper-Crystal (Crystal): A special type of crystal is found on your planet that the Sha'din need for their AI Cores. They are willing to trade special research knowledge for quantities of this: +2 Research (Natural), +1 Research (Man-Made). There is a chance (10%?) that you will get Man-Made from changing a desert planet without the hyper-silicon bonus. NPC could drop artifact to allow Man-Made Hyper-Crystal.

Moon (Any): Your planet has a moon: +15 spots added to planet, can not be used for mining/research/artifact (or artifact type) buildings, essentially a weapons/defense/cloaking platform.


Wed Aug 10, 2011 1:08 pm
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Yes.

Dan please consider how something along these lines can be implemented.

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Wed Aug 10, 2011 1:47 pm
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this could be interesting maybe attach it to the planet age production.

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Wed Aug 10, 2011 2:27 pm
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+1

I actually thought of this Idea for GL when I was playing Sins of a Solar Empire: Diplomacy(which I do not do a lot of diplomacy)

Also. The Advent suck when it comes to having a Merchant armada as they have no refinery ships or Structures. Not that that stops me from turning the Stars there entire an Epic Fortress of Doom with 4 Star Bases and over 90 squadrons of Fighters.

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Wed Aug 10, 2011 3:11 pm
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Krog wrote:
I like the idea of this ... can you give me some examples of the bonuses
...I already did lol. :?

Me wrote:
Examples include veins of rare resources which boost mining output, or military prisons that reduce max population but increase defence.

Here's some examples of bonuses with suggested effects. They are mainly based on ones from Sins, but with a few additions or changes of my own;

Ancient Ruins: Increased Artifact Output
Caustic Atmosphere: Reduced Max Population
Dense Atmosphere: Defence Bonus
Expert Miners: Increased Mining Output
Fresh Water: Increased Max Population (Oceanic Only)
Habitable Cavern System: Increased Max Population, Increased Defence
High Security Protocol: Reduced Population Growth Rate, Increased Defence
Ionic Storms: Reduced Max Population, Increased Attack (Gas and Plasma Only)
Penal Colony: Reduced Build Costs
Persistent Dust Storms: Reduced Population Growth Rate (Desert Only)
Pharmaceutical Flora: Increased Population Growth Rate (Terra Only)
Plague Planet: Reduced Population Growth Rate
Research Lab: Increased Research Output
Tundra Farms: Increased Max Population (Ice Only)
Weapons Test Facility: Reduced Max Population But Increased Research Output

...

ODragon, our suggestions are similar, but different. Your suggestions seem more geared towards additional planetary structures or artifacts that could be used on the planets (Like Eruption Channellers). My suggestion is for planets to have inherent, "natural" bonuses - but these would be random and could both have positive and negative effects, as listed above. There's no reason why they couldn't both exist in the game.

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Sat Aug 13, 2011 11:21 pm
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+1

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Sat Aug 13, 2011 11:25 pm
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Plus one, I really like this.


Sun Aug 14, 2011 12:01 am
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