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adam.sparshott

Joined: 20 May 2006 Posts: 100
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Posted: Sun Mar 11, 2007 10:50 am Post subject: Constructs |
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Any ideas for different types of constructs?
I think it is time for a new one. |
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Mortis

Joined: 23 Aug 2006 Posts: 657 Location: Kansas
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Posted: Sun Mar 11, 2007 10:52 am Post subject: |
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there were a whole bunch of ideas thrown out when constructs were initially proposed/ etc. I'm waiting with great anticipation to see the next "expansion" to appear. _________________ kill the messenger. |
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GameAdmin Site Admin

Joined: 19 May 2006 Posts: 1268
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Posted: Sun Mar 11, 2007 10:54 am Post subject: |
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Go on then, suggest which should be next.... |
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Mortis

Joined: 23 Aug 2006 Posts: 657 Location: Kansas
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Posted: Sun Mar 11, 2007 11:05 am Post subject: |
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my greedy side wants Trade Hubs.
my pragmatic side has made an unholy alliance with my combative side, and wants the automated guns.
the wierd part in the back with all the outlandish ideas wants a "battle school" construct where marines and officers could be produced. but the rest of my brain says "that's an entire additional component to the game, not just a construct- so shut up!" _________________ kill the messenger. |
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Veldez
Joined: 17 Aug 2006 Posts: 81
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Dragonia
Joined: 08 Mar 2007 Posts: 255
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Posted: Mon Mar 12, 2007 1:12 am Post subject: |
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mmm... automated guns... how about an expensive and utterly expensive repair station allowable only in systems with more then 15 colonists... and this station helps repair units by sending mass to all ships in the system...
eh, not sure where that was going either (though it would be cool if it could help rebuild hab's  )
automated guns... let's see... how about a max fighter sized outpost that requires the exact same restrictions as a ship (except for obvious things... like spindizzies would not be needed)
... I vote trade hubs  _________________ Live without honor, Die without Honor
~ars68, leader of Dragonia |
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Nosferatu

Joined: 27 Jan 2007 Posts: 89
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Posted: Mon Mar 12, 2007 1:47 am Post subject: |
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How about you can have the construct operating in 1 of 2 modes, either a trade hub, gaining money, or combat.
not sure what combat could be, but something different,
enhancing ship operations
better tracking, = extra range to all scaning
dock next to it and repair 1 unit on your ship extra
i don't think having them directly armed is a good thing though |
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Dragonia
Joined: 08 Mar 2007 Posts: 255
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Posted: Mon Mar 12, 2007 2:43 am Post subject: |
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directly armed would be very interesting though
the only problem being... they are really just so easily shot down they would have to be super powerful just to actually stand a chance
though your idea does sound great to... perhaps a starbase of big enough size allows repair of habs? (like the gravwell of a 5+ world, except fixed range of 2 to repair)
meh, I dunno, I could probably go on all day about different uses you could cram into different constructs, lol. _________________ Live without honor, Die without Honor
~ars68, leader of Dragonia |
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Mortis

Joined: 23 Aug 2006 Posts: 657 Location: Kansas
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Posted: Mon Mar 12, 2007 2:45 am Post subject: |
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the way I understand constructs, each one will do a different thing. The original set of ideas was here;
Only registered users can see links on this forum! Register or Login on forum! | [/url] _________________ kill the messenger. |
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Mortis

Joined: 23 Aug 2006 Posts: 657 Location: Kansas
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Posted: Mon Mar 12, 2007 5:03 pm Post subject: |
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tangenting slightly, will there be an ability to improve constructs in ways aside from armor?
example; Instead of adding an entirely seperate construct for a Trade Hub, the trade gate might have components to add that allow it to reduce legs to homeworld or reduce tax rate. These would accumulate cost as (or faster than) the SS, but may or may not increase in cost cumulatively with SS (ie; 2 economic moduals +2 SS might cost 300 {150 x2} or 400 {4 units of armor})
example 2; a gun construct is created. This fires attack drones at a set power, speed, burn, targeting, or armor towards those who enter its range. By adding different components these drones can have the respective one of these stats increased. _________________ kill the messenger. |
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GameAdmin Site Admin

Joined: 19 May 2006 Posts: 1268
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Posted: Mon Mar 12, 2007 6:44 pm Post subject: |
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Probably not. I prefer to keep constructs extremely simple.
A side function of constructs is to soak up the massive funds of empires.  |
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Mortis

Joined: 23 Aug 2006 Posts: 657 Location: Kansas
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Posted: Mon Mar 12, 2007 8:44 pm Post subject: |
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| GameAdmin wrote: |
A side function of constructs is to soak up the massive funds of empires.  |
I thought that was the main point of constructs actually...
soak up funds by giving options that are useful enough to persue, but not useful enough to change the entire game's focus.
| GameAdmin wrote: |
| Probably not. I prefer to keep constructs extremely simple. |
Shame, it would make constructs much more efficient at soaking up credits and wouldn't make them much more complex in action or creation (just programming probably). _________________ kill the messenger. |
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adam.sparshott

Joined: 20 May 2006 Posts: 100
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Posted: Mon Mar 12, 2007 11:26 pm Post subject: |
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I like Nosferatu's idea of a construct operating in 1 of 2 modes |
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Devaad

Joined: 20 May 2006 Posts: 318
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Posted: Mon Oct 15, 2007 10:26 pm Post subject: |
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Pardon me, in my ignorance I posted this in a new thread under suggestions. It's a little convoulted, but were the pieces seperated it wouldn't make much sense.
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This idea is mainly about the construct, but in order for the construct to work a new drone is also required. Names aren't essential, and I've never been good at them anyway.
*Supply Drone
+A drone that delivers mass to the target to fill holds.
+It may be a good idea to limit this drone only to constructs like the one below.
+Stats: move(2 like an attack drone, maybe even 1 though that may be harsh), Burn, Armour, and Mass(Like with a colonization drone). I suggest the movement rate is lowered for this drone to help prevent abuse in gravwells. However, if the drone is limited to a stationary construct this might not be needed.
+A max mass amount to prevent abuse: I was thinking 3, 4, or 5. Personally, I like 4 because it isn't enough to repair. This is important because part of the point of gravwells is to make mass mining harder, so ships can't stay in gravwells all the time.
*Tactical Mining Outpost
+A construct that mines and delivers mass to ships through the use of the above supply drone. It would have holds and mass scoops, or perhaps something new for constructs that combines the two. It would also need drone racks or an equivalent(spelling) to fire the drone. Perhaps combine the mass scoop, hold, and drone rack role into a single unit (or module like with Nosferatu's idea, though I'm not sure the views are analogous here) for the construct.
+This was the original description in my notes(you'll find some things have changed):
--3x3, produces 1 mass per undamaged unit and can fire a single 9 point drone.
--Holds, extra mass scoops, extra drone racks, SS, and engines to power these extraneous aids are added one unit at a time over time.
--This construct would be stationary of course.
Sorry if my little scheme of symbols denoting subdetails is confusing.
-----
While typing this up, I had another idea. I don't have time to flesh it out now, but perhaps constructs could mine mass and use it to develop those items Mortis(?) seems to want so badly. I think items/powerups/whatever might be fun as well, if implemented right. Hmmm... perhaps the "items" would actually be units that cannot be bought equipped to a ship, they can only be manufactured and sent (probably by drone) from a construct of some type.
---------- _________________ Arch-Mage of the EM and the Magefolk
Maturelyexpressedimmaturityiswhatvideogamesareallabout.-Me
Reallifeisaboutthenastystuff,thisisjustaboutdeathanddestruction.-Jonathan
Owhatatangledwebweweavewhenfirstwepracticetodecieve.-Cloak of Darkness |
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GameAdmin Site Admin

Joined: 19 May 2006 Posts: 1268
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Posted: Tue Oct 16, 2007 7:22 am Post subject: |
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I'm a bit loath to touch the game at the moment. The Epic Bloom's have revitalised combat - given us all something to go for. Even the destruction of Nosferatu's trade gates is starting to slip from my agenda.
So, I really want to see the dust settle (and do no coding!) for a while.
Having said that, I think trade gates should have more to them. i.e. rather than adding new construct types, having the single construct gain in abilities is probably the way to go. And you supply drone idea is a good one. An incremental edge to those with trade gates in system is good. And this fits the bill.
Jonathan |
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