View unanswered posts | View active topics It is currently Thu Jul 17, 2025 7:33 pm



Reply to topic  [ 12 posts ] 
 New research Chain/Ship module for it. 
Author Message
User avatar

Joined: Tue Sep 14, 2010 10:31 pm
Posts: 338
Location: Cheney, Washington
Reply with quote
I've been thinking of a new idea for the game that seems like it might have some potential. The Research tech would be called "EXPLORATION TECH" And as it says it's exploration technology.

This technology is not meant to be cheap and it's not meant to unbalance anything. It simply is a new tech with some new features that might add to the game. Each level of this tech allows you to install 1 and only 1 module on your ship. And it is an exploration module. It does not come in Mark "anything". This module would trigger a new ability for your ship to do. And that is to "EXPLORE" things that you come across in your travels.

As you go through the chain new modules become available allowing your ship to pick up on ANOMALIES in space. Perhaps your ship comes across an asteroid belt? You set your ship to explore it. (Time interval required) The longer you explore the better your return might be. I see this as an opportunity while you are sleeping for your ship to do some more work.

Things that could be found and explored are not limited to the following. These are just some ideas.

Shipwrecks-Might yield some artifacts from the wreckage or modules that your ship does not have. May be scrapped as well.
Asteroid belts or sites of planetary destruction- Can yield minerals and possibly some artifacts.
Debris Fields- Sites of major battles that can yield artifacts and ship modules.
Unexplored space- This would be a possible treasure trove. Could yield undiscovered planets locations (no guarantee on size or type but a reasonable chance of getting a decent planet.) Better planets and types always possible.

Some notable possibilities are bonus of 10% to any explorer profession increases the % of return on any given exploration.

As I said I do NOT intend for this to be a cheap thing to do. Each new exploration module is SIGNIFICANTLY more expensive the the previous one and you only get 1 on your ship at any given time.
My thinking on requirements for each module.
1000 RP first level
10000 RP 2nd level
100000 RP 3rd level
1,000,000 RP 4th level

yes this might seem like a LOT after level 4 but it gives us something to work for over time. As always your scan would also play a factor in this. The higher your scan is the better the rewards can be. Yes the bigger levels means more space on your ship.

There is room for ideas on this but keep a few things in mind. I do not want something that the top ranked players will finish in a week here. My numbers for research requirements are just an example of my thought process on the matter and are not necessarily what I think it should be. And there is room for any ideas on rewards for this as well. I can see planets that would normally never be found turning up occasionally in something like this. I can see some new interesting modules coming out of this if Dan wants them to. Abilities as a reward for progression through a series of missions might also be an interesting way for some things to go.

I'll have more on it as I work out a few ideas that might make it more interesting for others.

_________________
Image


Fri Mar 30, 2012 5:50 am
Profile
User avatar

Joined: Wed Dec 14, 2011 10:50 pm
Posts: 122
Location: Detroit Michigan
Reply with quote
I especially like the time interval element to the idea. I think it would be cool to have something for the game to do during off time besides collect energy. You might have something here with a lot of your idea.

_________________
Image
Delta Surfers, Co-Leader
He's pretty much a big deal.
Image
Image


Fri Mar 30, 2012 6:00 am
Profile WWW
User avatar

Joined: Tue Sep 14, 2010 10:31 pm
Posts: 338
Location: Cheney, Washington
Reply with quote
Thankyou. I like the idea of a set interval that the ship can work and explore something. It gives you something to do while you are asleep or at work. Or heck even if your gone for a couple days if Dan saw fit to extend the higher levels out further. (this was my intention also) And your ship being attacked and disabled does not affect the outcome. It's really a passive ability that the ships crew and computers can do even if the ship is OOS.

I should mention it is also my intent to have it cost energy to do the exploration and yes you would get experience from it as well. I don't see it being as profitable as NPCing. But it could be something on the lines of PvPing perhaps or a bit lower. The cost in energy would increase similarly based on the level of the tech. (Not on the time duration) There could be some Badge reward available as well but that is down the line and up to Dan. I can see some Per mission bonus from a certain number of badges.

_________________
Image


Last edited by Destro1328 on Fri Mar 30, 2012 6:11 am, edited 1 time in total.



Fri Mar 30, 2012 6:05 am
Profile
User avatar

Joined: Wed Dec 14, 2011 10:50 pm
Posts: 122
Location: Detroit Michigan
Reply with quote
I don't think I've heard people talking about a similar concept, so this might be a fresh idea for once. Playing devils advocate, I only worry that this would provide an incentive to people to NOT play the game for a period of time.

_________________
Image
Delta Surfers, Co-Leader
He's pretty much a big deal.
Image
Image


Fri Mar 30, 2012 6:08 am
Profile WWW

Joined: Tue Oct 18, 2011 8:15 pm
Posts: 476
Reply with quote
Not a bad idea at all, though i think you would need to increase the amounts of research, multiply them by 10 or 100.
It might seem like a lot to you, but for me, id do the first 3 lvls with an overnight shipment, and be done with lvl 4 in less than 2 days.
Would be nothing at all for the higher lvls.


Fri Mar 30, 2012 6:13 am
Profile
User avatar

Joined: Tue Sep 14, 2010 10:31 pm
Posts: 338
Location: Cheney, Washington
Reply with quote
Not meant to give them a reason not to play. just something for them to set their ship up to do during the off time they have away. Once you trigger the exploration the energy is gone and the time duration is set. You can recall it if you want at any point during the exploration but you lose some of the reward you would have gotten if you pull it sooner.

I do think with some of us that aren't online all the time and playing this is a very acceptable way of gaining a bit more experience and some possible rewards for the effort. The rewards are left open to Dan's discression. he can make ANY in game artifact a reward if he wants or just some of the more popular ones perhaps. It's truly open to any and all discussion here keeping in mind the premise behind it. I don't want this to be cheap and a fast thing to finish. I suppose Dan could even make it a non ending research option so that as people want more to do with it they can pursue it further and further. That might change the requirement for completion of each level bringing it down.

@ Serremontis. I agree I just put the first 4 levels up as a reference of my thought process. I could finish the first 4 levels inside of a week myself. And they are increasing by a factor of 10 if you didn't notice. :mrgreen: So that means that the later levels are going be a factor of 10 above each preceeding level.

_________________
Image


Fri Mar 30, 2012 6:20 am
Profile
User avatar

Joined: Wed Dec 14, 2011 10:50 pm
Posts: 122
Location: Detroit Michigan
Reply with quote
Honestly I think its a great concept overall. This is probably the only space game I know of that doesn't have some sort of exploration element. We get that a little bit with the missions, but I think this would add a whole new element to the game that all the ranks would be able to enjoy. In reading some of the other threads, this seems to be a sticking point to new material; it should be accessible to players of all ranks. This seems like it would be. Plus it would give the high ranks something to do with their research other than CT Lab discoveries.

_________________
Image
Delta Surfers, Co-Leader
He's pretty much a big deal.
Image
Image


Fri Mar 30, 2012 6:26 am
Profile WWW

Joined: Tue Oct 18, 2011 8:15 pm
Posts: 476
Reply with quote
Destro1328 wrote:
@ Serremontis. I agree I just put the first 4 levels up as a reference of my thought process. I could finish the first 4 levels inside of a week myself. And they are increasing by a factor of 10 if you didn't notice. :mrgreen: So that means that the later levels are going be a factor of 10 above each preceeding level.


Right, of course, I thought you meant there would only be those 4 levels, but with it working like that, possibly endlessly, its not so fast anymore.
Just a slight misunderstanding on my end.
But of course, with it increasing by a factor of 10, pretty soon, you will be at a point where no-one can finish it.
continuing at the rate you set it at:
1: 1k.
2: 10k.
3: 100k.
4: 1M.
5: 10M.
6: 100M.
7: 1B.
8: 10B.
9: 100B.
etc..
No-one would ever be able to get close to the 7th or 8th levels, let alone 9, or anything that comes later. that could be problematic for an endless line.
Though i think the general idea is good, its a good concept, and would certainly help to bring something new and interesting to the game.
But the details need some work.
However, I'm sure Dan can figure out how to make it work.


Fri Mar 30, 2012 6:31 am
Profile
User avatar

Joined: Wed Dec 14, 2011 10:50 pm
Posts: 122
Location: Detroit Michigan
Reply with quote
Sereomontis wrote:
Destro1328 wrote:
@ Serremontis. I agree I just put the first 4 levels up as a reference of my thought process. I could finish the first 4 levels inside of a week myself. And they are increasing by a factor of 10 if you didn't notice. :mrgreen: So that means that the later levels are going be a factor of 10 above each preceeding level.


Right, of course, I thought you meant there would only be those 4 levels, but with it working like that, possibly endlessly, its not so fast anymore.
Just a slight misunderstanding on my end.
But of course, with it increasing by a factor of 10, pretty soon, you will be at a point where no-one can finish it.
continuing at the rate you set it at:
1: 1k.
2: 10k.
3: 100k.
4: 1M.
5: 10M.
6: 100M.
7: 1B.
8: 10B.
9: 100B.
etc..
No-one would ever be able to get close to the 7th or 8th levels, let alone 9, or anything that comes later. that could be problematic for an endless line.
Though i think the general idea is good, its a good concept, and would certainly help to bring something new and interesting to the game.
But the details need some work.
However, I'm sure Dan can figure out how to make it work.


Sereomontis is right. The exponential curve for a 10x multiplication is to quick. You could possibly make this work if the multiplier decreased for each level. For example

1. 1k
2. (1k * 10) = 10k
3. (10k * 9.5) = 95k
4. (950k*9) = .855M

This isn't a realistic multiplier reduction, just an example. This would allow each level to increase in difficulty without eliminating is feasibility. I also don't know the problems with programming such an equation.

_________________
Image
Delta Surfers, Co-Leader
He's pretty much a big deal.
Image
Image


Fri Mar 30, 2012 6:39 am
Profile WWW
User avatar

Joined: Tue Nov 01, 2011 7:31 am
Posts: 945
Location: Midchilda Section Six
Reply with quote
sounds like Ogame's astrophysics research (each level allows you to go out on explorations for longer, every second level allowed you to colonize a planet space)

if the exploration cost energy, then I think it'd be a welcome addition as an energy sink, especially just as you're about to rank.

+1 if requires energy
+0.5 if not.

_________________
Image

Offical Stuff-Knower of Mist Nebula Corps


Fri Mar 30, 2012 1:12 pm
Profile
User avatar

Joined: Thu Jan 05, 2012 8:34 am
Posts: 328
Location: Trading Post, Normally.
Reply with quote
I like.

_________________
When an unstoppable force collides with an immovable object, energy is released, the unstoppable force may also be rebounded.

I am that immovable object, on your path to greatness.


Fri Mar 30, 2012 9:42 pm
Profile
User avatar

Joined: Tue Sep 14, 2010 10:31 pm
Posts: 338
Location: Cheney, Washington
Reply with quote
I know the 10x multiplier seems like it would explode and no one could finish. I simply used it as an example. It's open to being adjusted one way or another based on what players want and if it is liked by Dan then what he wants as well.

I said earlier that if Dan wanted it endless then it could be adjusted down.

_________________
Image


Sat Mar 31, 2012 3:24 am
Profile
Display posts from previous:  Sort by  
Reply to topic   [ 12 posts ] 

Who is online

Users browsing this forum: No registered users and 25 guests


You cannot post new topics in this forum
You cannot reply to topics in this forum
You cannot edit your posts in this forum
You cannot delete your posts in this forum

Search for:
Jump to:  
cron
Powered by phpBB® Forum Software © phpBB Group
Designed by ST Software.