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Cloesdaddy
Joined: Sun May 02, 2010 12:01 am Posts: 203
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i know alot have talked about this is non related posts but i would still LOVE somehow if you could get some type of artifact to increase planet size though.. or VERY HIGH research option.. even with a 1 per 12 hour deal, i mean since you have to PAY to get rid of a planet.. there should be an option or chance to increase it's size.. something like using their moons for production or a planetoids condenser to actually combine the moon with the planet.. of course this would mean that the game can just take for granted there's moons... or introduce only a cetain number of moons to each planet so your limited to how much you can upgrade... or maybe even you have to destroy another planet you own for the minerals TOO expand a different planet....
That would kill 2 birds with 1 stone... you could get rid of your smaller planets in your list and make the one's you have better...
Just an idea sicne you can increase mineral abundance but nothin with size
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Fri May 07, 2010 10:44 pm |
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Cothordin
Joined: Sun Feb 14, 2010 4:49 am Posts: 2606 Location: Cowland
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This would have to be really REALLY rare for me to go along with it, the point of having small planets is so that scanning actually has to be researched, to get rid of the motivation to research scanning would unbalance the game.
_________________ Your right to an opinion does not mean your opinion is right.
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Fri May 07, 2010 11:38 pm |
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Rasanova
Joined: Wed Apr 21, 2010 9:38 pm Posts: 499
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Cothordin wrote: This would have to be really REALLY rare for me to go along with it, the point of having small planets is so that scanning actually has to be researched, to get rid of the motivation to research scanning would unbalance the game. You both make good points.... Coth is right about the balance of scanning. But then Cloesdaddy is correct that we can already increase mineral abundance, which I think is equal value (if not better) than planet size. As an alternative to a magical planet pump, I'd like to see different uses for tiny planets.
_________________ The poster formerly known as Headless
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Fri May 07, 2010 11:55 pm |
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webguydan
Joined: Sat Jan 09, 2010 12:49 pm Posts: 2085
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I think there were already a few ideas floating around regarding planetary "outposts", which are not full colonies but something in between. They could provide some fixed, passive bonus (to something) but would be ideal to be setup on "crap" planets. A few other notes:
* An 'outpost' would have no defensive capabilities. There would be a completely different subset of structures that could be created in this case. * You would obviously have a limit to the number you could create * No guarding, or using artifacts
Because the bonuses would be fixed, it shouldn't matter what the planet size is. Thus, it would be most beneficial to put them on your lowest, most worthless places.
This idea is a bit lower in the queue, but I like where it is going.
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Sat May 08, 2010 2:16 am |
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Mox
Joined: Thu Feb 18, 2010 3:15 pm Posts: 49
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Haha, that outpost idea was one of mine. I didn't think you took it seriously, but either way, right on.
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Tue May 11, 2010 1:52 am |
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Rasanova
Joined: Wed Apr 21, 2010 9:38 pm Posts: 499
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Mox wrote: Haha, that outpost idea was one of mine. I didn't think you took it seriously, but either way, right on. There are a few posts like that out there. I had an idea for another one  Outposts are defined by the planet they are built on. They would take up most of the space on a planet, leaving only enough for some basic defenses. For example - Very Tiny & Tiny: Spy Outpost - Each one gives a different bonus to cloak. Very Small & Small: Recon Outpost - gives a bonus to scanning. Average: Trade Outpost - generates income. Large & Very Large: Research Outpost - 2.5% or 5% increase in research Massive & Very Massive: Survey Outposts - 2.5% or 5% to artifact generation These are just ideas, there are all kinds of things that would be useful enough that we might want to colonize some otherwise crap planets. Planet type could even factor in to it...
_________________ The poster formerly known as Headless
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Tue May 11, 2010 2:30 am |
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Noah
Joined: Sun Feb 14, 2010 1:02 am Posts: 391
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I still vote for my implode planet idea. >.> Could have an epic video with the planet caving in and then a crazy shock of force light and stuff.
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Tue May 11, 2010 2:32 am |
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Cothordin
Joined: Sun Feb 14, 2010 4:49 am Posts: 2606 Location: Cowland
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Noah wrote: I still vote for my implode planet idea. >.> Could have an epic video with the planet caving in and then a crazy shock of force light and stuff. Im voting on this one (if we do vote that is)
_________________ Your right to an opinion does not mean your opinion is right.
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Tue May 11, 2010 5:14 am |
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Nocifer Deathblade
Joined: Mon May 03, 2010 5:48 am Posts: 1945
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Also, we can defiinitely increase our planetary "size" easily by introducing subterrian/ocean terriorities..
Default planet size should be what it is. Terra planet default size is cuz of land mass.. But it can be expanded into subterrian and ocean mass to expand cities, tech, etc..
Default oceanic planet size is the ocean mass but can be expanded via subterrians under ocean land and also in air.. Etc. Just an idea..
_________________Nocifer Deathblade, Founder and Leader of the Dysonians
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Tue May 11, 2010 5:19 pm |
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zophah
Joined: Sat May 22, 2010 6:22 pm Posts: 1760 Location: On the bridge of the Vikiera
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Here is 2 ideas I had on the subject of planet size:
There can be an artifact to take 2 small planets and fuze them together to create a bigger planet, with the game-balancing cost that the 2 planets have to be the same type (and size) and the resources of the new planet set to the lower amounts between the two origional planets. Also, any buildings left on the planets are destroyed and you have to own both planets.
As an addition, the new planet name can be a splice of the origional two names. For example, splicing Gitara and Detamo makes Gitadetaromo.
My second idea is an artifact that can move a small planet to the orbit of a large one, so the defenses of the planets can stack (to a small degree). That allows for less attack/defense buildings needed therefore more space for gathering. For game balance, the two planets have to be at least 5 sizes different, and if a player succesfully scans one planet they are almost garenteed their next planet scan finds the other planet. (a great deterrent for any planet owner, especially if one of the planets is abundant in resources)
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Sat May 22, 2010 7:33 pm |
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Chalit
Joined: Mon Jun 14, 2010 12:41 am Posts: 17 Location: Northrend, Azeroth
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My idea although sorta taken from Hitchhiker's guide to the Galaxy is make Magrathea. A planet, well company that makes planets and planetary modifications for a high price(Galaxy Points and/or other things such as minerals). The value you spend changes on what you want such as: More Planetary Space, Personalized Terraforming...basically you control how planetary stats are changed, or a Personalized Planet...need i say more.
@Noah check the movie Hitchhiker's guide to the Galaxy i figure the scene where earth is destroyed to make a hyperspace express way is epic enough.
A better idea instead of destroying planets could be an artifact that purges the planet from your scans and everyone else, rendering the planet "destroyed" and temporarily unscanable. Perhaps some Extremely Unstable Wormhole Device exploded killing the population and moved the planet to the edge of the galaxy successfully out of scan reach, for a while , or Vogons decided to make a new hyperspace expressway and destroyed the planet, but it was commissioned by an unknown person to Magrathea afterward and moved somewhere else. Extremely Unstable Wormhole Device, Vogon Destructor Fleet.
_________________ If it isn't broken then don't fix it that will only make it worse. Yes it's very flashy now but did you make it simpler to use...no you made it harder. C# & JavaScript can cause major headaches if things don't go your way.
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Mon Jun 14, 2010 3:03 am |
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