why no planets?
Post ideas and suggestions on new features or improvements here.
posted on November 28th, 2007, 10:40 pm
I'd actually like to see more interactive planets and asteroids... instead of being just map objects. 

posted on November 30th, 2007, 4:24 am
oo I like that term (interactive) that is a good term like it
posted on November 30th, 2007, 11:07 am
we will see to it 

posted on November 30th, 2007, 8:40 pm
Most awesome 

posted on January 12th, 2008, 5:53 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?
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?

posted on January 12th, 2008, 7:13 pm
I think those are good ideas Triarii 
...however I still would like to see nebulae and asteroids play a role in this too
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)

...however I still would like to see nebulae and asteroids play a role in this too

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)
posted on January 13th, 2008, 2:57 am
Good idea, yea... Galactic Civlizations II did something like that...
posted on January 13th, 2008, 11:07 pm
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.
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.
posted on January 14th, 2008, 4:57 pm
planets are a bigger todo 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...
Triarii wrote: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...
posted on January 15th, 2008, 3:52 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.
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.
posted on January 16th, 2008, 7:12 pm
I like that idea alot Ewm! 

posted on February 3rd, 2008, 3:03 pm
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.DOCa Cola wrote: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...
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?
posted on February 3rd, 2008, 3:26 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! 


posted on February 16th, 2008, 4:27 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
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

posted on February 16th, 2008, 5:06 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.
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.
Who is online
Users browsing this forum: No registered users and 34 guests