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constructs

 
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Dragonia



Joined: 08 Mar 2007
Posts: 255

PostPosted: Thu Oct 25, 2007 4:28 pm    Post subject: constructs Reply with quote

just thought I could put this up with the new '1 trade gate per system' rule...

how about having somewhat of a tech tree for constructs? with the above rule this would mean only 1 race could 'build up' a system. not quite sure what most of them would be, but I can venture a few guesses, lol

trade gate
-trade hub (requires trade gate) (perhaps a 24 hour build time?)
--planetary hub (requires trade hub, auto colonizes all planets)
----ripspace station (req. planetary hub, increases race point limit)
--milatary station (requires trade hub)
----beholder station (requires mil station)
----drone station (requires mil station)
----grav station (requires mil station)


going off of another suggestion, have each one with a point system to only allow so many. since they are constructs they will be visible at all times. I was thinking perhaps the stations (especially milatary one) can take up points towards system limit, like each takes up 1 point. also if 1 gets destroyed all the others that requires it will go offline. or perhaps only allow 1 of each? or just have each one be a sector buildable onto a trade gate (after 'turning it' into a trade hub)

oh, another thing, trade hub = no epic bloom in that system unless destroyed

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GameAdmin
Site Admin


Joined: 19 May 2006
Posts: 1268

PostPosted: Fri Oct 26, 2007 4:50 am    Post subject: Reply with quote

All ideas welcomed...but no implementarion for some time.


The principle I will take is that the age of the construct will dictate what can be done with it. So it's not a quick thing to replace a very old and vital construct. No matter how rich you are.
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Dragonia



Joined: 08 Mar 2007
Posts: 255

PostPosted: Fri Oct 26, 2007 3:47 pm    Post subject: Reply with quote

lol, ya, I know it won't be some time... and that sounds pretty cool.

just perhaps some ideas to put on your list. Rolling Eyes

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Nosferatu



Joined: 27 Jan 2007
Posts: 89

PostPosted: Sat Oct 27, 2007 9:09 pm    Post subject: Reply with quote

perhaps something of an aditional benifit to these hubs, is to decrease the % tax lost as you move away from your home systems?

perhaps something along the lines of, when you are sole owner of a system you lose 1 level of tax loss, and if you controll all joining systems you lose another level?
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GameAdmin
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Joined: 19 May 2006
Posts: 1268

PostPosted: Sat Oct 27, 2007 9:17 pm    Post subject: Reply with quote

Yep. Sounds fine.

BUT I really want to make sure I don't add much more complexity to the RipCurent rules and tax etc etc. They are already pretty horrendous and are very minor with respect to the core gameplay.

Ideally I'd find some simplification....
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