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Title: why no planets? Post by: Meredith on November 25, 2007, 05:16:53 AM well we have planets but they should be usable like in A2 I was just asking why (oh and I put this here because it is more of a question)
Title: Re: why no planets? Post by: Dominus_Noctis on November 25, 2007, 08:16:51 AM Were you thinking of adding crew back with this idea... or just sort of like glorified battle stations (easier to control territory... or perhaps certain supply, mining benefits...)
Title: Re: why no planets? Post by: Meredith on November 25, 2007, 08:30:56 AM Were you thinking of adding crew back with this idea... or just sort of like glorified battle stations (easier to control territory... or perhaps certain supply, mining benefits...) yes all of the above. like if you build a turret around a planet it has stronger shields and builds faster recharges faster ect give some benefits for building something around a planet but you only get it if it is colonized and supply and mining would be cool maby not have the planet build ships but have addons (using the pod thing made by "A2 patch") and you can have shipyards that would be sweet P.S. I will ask this to go into feature request Title: Re: why no planets? Post by: Cpt Ryan on November 25, 2007, 12:10:46 PM suppose it could give a slight bonus to the amount of supply points, bought from a starbase in orbit of a planet, instead of a crew recruiting boost like in A1. Note: in A1 there was no colonizing, and still get a boost. makes no real sense to go and dump a load of civilians on a planet in a contested system.
Title: Re: why no planets? Post by: Optec on November 25, 2007, 12:45:37 PM We do currently not feel comfortable with the idea of heaving the old armada2 colony system. There should be that many worlds and colonization takes decades and is more of civil then military nature.
We have plans to give the planets more importance after v3. Like trading with them or having starbases in the orbit which will allow you to access the special features of world, like research boni and the like :) But you will most probably find already colonized planets which you can expand then colonizing them your own. But thats still just an idea and neither implemented nor fixed yet :) Title: Re: why no planets? Post by: Dominus_Noctis on November 25, 2007, 08:21:12 PM Sounds neat Optec! Does "plans" equal in progress... or ideas on the table? Either way, I look forward to it :D
Title: Re: why no planets? Post by: Meredith on November 25, 2007, 09:10:25 PM sweet I hope so would be nice. like the idea that the planets are already colonized and you can trade with them but a building bonus would be sweet. :thumbsup:
Title: Re: why no planets? Post by: ewm90 on November 26, 2007, 02:44:57 AM I just had a idea brace your selves!
What if you could all so destroy a planet? after its destruction it would explode in to a sun with orbiting astride, a black hole, a pulsar resores moon, smaller planets or a worm hole. Title: Re: why no planets? Post by: Dominus_Noctis on November 26, 2007, 03:11:24 AM hmmmm, sounds neat... but also really complicated. Plus, how would one planet give birth to two wormholes?
I would be interested to see what the effects of a pulsar would be... or a sun :woot: Title: Re: why no planets? Post by: Meredith on November 26, 2007, 05:58:50 AM ya I agree It would be very hard and not very realistic. a sun and a planet are very different. the main reasons the earth is so hot is because of the core spinning causing friction and the heat is not going any where. I dont think that a planet can become a star. and a black hole, no stars colaps into black holes and as I alredy said I dont think a planet could become a star, so a planet to a star to a black hole.... no. wormholes are definitely no we dont know how or why wormholes are made but we know they are not made from destroyed planets. now smaller planets maby and moon also.
one other thing for wormhole where whould the other end go? one last thing what do you mean by explode? like in starwars the deathstar destroying a planet or what? Title: Re: why no planets? Post by: Blade on November 26, 2007, 10:04:35 AM yeah like the death star but if poss it cud leave astroids (dnt think its possible tho
Title: Re: why no planets? Post by: serpicus on November 26, 2007, 04:22:17 PM No planet colonialization. Just kills the game. Has no meaning and the bombardment from orbit was mundane.
Title: Re: why no planets? Post by: Tyler on November 28, 2007, 01:32:52 PM Although I agree about Colonies taking yars to make, and being done by Civil companies instead of Military, one of my favourite things about the regular A2 was defending outlying worlds from attackers.
Title: Re: why no planets? Post by: serpicus on November 28, 2007, 03:59:48 PM well, if we had special attributes for planets such as boosts or resource bonuses, then yeah, defending them would certainly be worth the while, especially if we could have them impart different bonuses to different races - like shipbuilding speeds or resource collection etc.
But having them as mere colonisable balls in space would not be much fun. But since we are eager for V3, the planet thing can wait till V4 or a V3 patch Title: Re: why no planets? Post by: ewm90 on November 28, 2007, 08:47:58 PM The other side could jump and be invisible
Well it was just a idea. ya I agree It would be very hard and not very realistic. a sun and a planet are very different. the main reasons the earth is so hot is because of the core spinning causing friction and the heat is not going any where. I dont think that a planet can become a star. and a black hole, no stars colaps into black holes and as I alredy said I dont think a planet could become a star, so a planet to a star to a black hole.... no. wormholes are definitely no we dont know how or why wormholes are made but we know they are not made from destroyed planets. now smaller planets maby and moon also. one other thing for wormhole where whould the other end go? one last thing what do you mean by explode? like in starwars the deathstar destroying a planet or what? Title: Re: why no planets? Post by: Dominus_Noctis on November 28, 2007, 11:40:14 PM I'd actually like to see more interactive planets and asteroids... instead of being just map objects. :whistling:
Title: Re: why no planets? Post by: Meredith on November 30, 2007, 05:24:33 AM oo I like that term (interactive) that is a good term like it
Title: Re: why no planets? Post by: Optec on November 30, 2007, 12:07:43 PM we will see to it :)
Title: Re: why no planets? Post by: Dominus_Noctis on November 30, 2007, 09:40:06 PM Most awesome :thumbsup:
Title: Re: why no planets? Post by: Triarii on January 12, 2008, 06:53:53 PM How about a compromise? Planets remain as they were in Armada I (i.e. background objects), but can convey all manner of bonuses, depending on the planet,
Got a gas giant? Build your research structures over it to reduce your research times and/or cost. Got a rocky, mineral rich planetoid? Build a mining colony near by to harvest a slow, constant trickle of tritanium. Got an M-class planet? Build an outpost in orbit for a constant trickle of supply. Got a planet of strategic importance? Build a command structure nearby for a few extra command points... What do you think? :thumbsup: Title: Re: why no planets? Post by: Dominus_Noctis on January 12, 2008, 08:13:40 PM I think those are good ideas Triarii :D
...however I still would like to see nebulae and asteroids play a role in this too :whistling: Perhaps different research abilities are opened by mining these things, or building a special class of station near them (maybe a special research station that allows you to research one new technology from each interactive object, i.e. nebula, planets, asteroid...). Maybe we could even make it so that certain ships can "charge" up in a nebula and for a few seconds/minutes get a much more powerful weapon (sort of like the shield boost in, I think, cerulean nebulas) Title: Re: why no planets? Post by: Triarii on January 13, 2008, 03:57:07 AM Good idea, yea... Galactic Civlizations II did something like that...
Title: Re: why no planets? Post by: ewm90 on January 14, 2008, 12:07:38 AM I would like to see the ability to ad satellites, satellites would have different futons like defiance, increased visible areas, satellite mines, clocking felids hiding planet and ships near buy, and trance port enhancers for bringing in small ships like scouts and more.
A big problem I would like to see addressed in the future of FO such as Perspective when firing at a planets or satellite. When firing at a planet serifs. In the past ships weapons would not change when discharged at a planet even tho it would look more realistic if they shrank as they approached the planet and or satellites. Title: Re: why no planets? Post by: DOCa Cola on January 14, 2008, 05:57:47 PM planets are a bigger todo set somewhere after v3
How about a compromise? Planets remain as they were in Armada I (i.e. background objects), but can convey all manner of bonuses, depending on the planet, yea, these are good ideas, i had something similar in mind yesterday. one issue i see with this solution is that bases then have to be build very widespread in order to gain bonuses or the planets (or whatever) need to be side by side which are both not implementations i would like...Title: Re: why no planets? Post by: ewm90 on January 15, 2008, 04:52:42 AM Heres another thought:
What about having some plants per-colonized. The colonize would give a person bonuses from the inhabitants when a you set up a base camp on it. ----- Heres another play on the idea above: A planet with per-inhabitants would have to be convinced to join you by giving them resources trow a menu you will get when the planet it sleeted. Each planet would shows support levels in the same way ships show there stats when selected. Title: Re: why no planets? Post by: Dominus_Noctis on January 16, 2008, 08:12:25 PM I like that idea alot Ewm! :D
Title: Re: why no planets? Post by: Sugar Spice on February 03, 2008, 04:03:07 PM planets are a bigger to do set somewhere after v3 yea, these are good ideas, i had something similar in mind yesterday. one issue i see with this solution is that bases then have to be build very widespread in order to gain bonuses or the planets (or whatever) need to be side by side which are both not implementations i would like... Although with planets so far apart, players have to try to defend outlying bases in orbit of benefit planets. Should add to the strategic play of the game even more.Oh, one of the orbitals could be the particle fountain from TNG, some kind of energy source. Plus planets are huge, and I mean huge. Perhaps the models could be resized? Title: Re: why no planets? Post by: Optec on February 03, 2008, 04:26:42 PM yep we are currently thinking about a better way to show planets and solar systems as they actually are with a much better size, but its not sure if they will make it in v3 - making larger and more beautiful planets takes time and we want to finish v3 someday :) but they are definitely on todo! :)
Title: Re: why no planets? Post by: Dircome on February 16, 2008, 05:27:37 AM I think that you should transform plants in to kind of a base, skip the idea of a
planet of being colonized or not. It does not really affect the game one way or another. The number of crew displayed should relate directly to the military population of the planet, it should have nothing to do with the civilian population. So instead of having a colony ship you should have a base building ship, and the base building ship should build a level one base Level 1 Base 500 Crew Enables building a level 2 base, Tritianium Mine, Dilithem Mine, and a Farm Tritianium Mine Provides a small trickle of Tritianium. Each level of base should allow for an additional mine to be constructed Dilithem Mine Provides a small trickle of Dilithem. Each level of base should allow for an additional mine to be constructed Farm Provides a small trickle of Supply. Each level of base should allow for an additional Farm to be constructed Level 2 Base 2000 Crew Enables building a level 3 base, Landing Pad, Research Lab, Planetary Shields, Sensor Array, Planet side Pulse Phasers, and an additional Tritianium Mine, Dilithem Mine, and Farm Landing Pad Allows for repair and recrew of some ships, and the building of some basic ships (The Intrepid Class starship was designed with landing struts to be able to land on a planet so it feasible that it and some smaller ships would be able to land on a planet too)(also could be used for hiding from a larger ship)(maybe it could build ships like a starbase) Research Lab Allows for Research of new technologies (could either allow for research of new tech or could have the same tech as a research station at a reduced cost) Planetary Shields Protects the base from orbital attack Sensor Array Extends the line of sight for the planet and with tachyon detection grid research enable you to see cloaked vessels (Works just like a regular sensor array) Planetside Pulse Phasers Enables the planet to defend it self from orbital attack with pulse phasers Level 3 Base 5000 Crew Enables building of a Marines barracks, Fighter Hangers, Orbital Phaser Arrays, and Planetside Torpedo Launchers Marines Barracks Enables the Marine boarding action special weapon (Transports 100 marines on to the targeted vessel)(Should also increase the attack strength of boarding parties and the defense against boarding parties) Fighter Hangers Enables the planet to defend it self from orbital attack with fighters (should work like some of the carrier starships) Orbital Phaser Arrays Enables the planet to defend it self from orbital attack with Phasers Planetside Torpedo Launchers Enables the planet to defend it self from orbital attack with Torpedoes Please tell me what you think Thanks :) Title: Re: why no planets? Post by: serpicus on February 16, 2008, 06:06:02 AM nice idea.
Would be good to see it implemented in a patch addon to V3. But I hope we get V3 out this year and then start adding on. Title: Re: why no planets? Post by: Dominus_Noctis on February 19, 2008, 01:46:33 AM Yeah it would be nice, but I guess serpicus is right :(
If we keep on adding more ideas for V3... it is never going to come out :crybaby:
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