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Unread 23 Jun 2007, 07:09   #1
Makhil
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Solar systems

To keep up with the idea of increasing diversity into PA, let me introduce the Solar Systems concept (following the principle that inside the universe, there are galaxies, but before to reach the planet level there is the solar system, atm overlooked).

As a player you can select the kind of solar system you established your home in. Each type will have different influences on your planet management.
Here are some examples:
- Metal rich solar system: the roids found in this type of SS produce 10% more metal than the normal one, 5% less of crystal and eonium (original home of the Terrans, explains why their technology relies more on Metal)
- Crystal rich solar system (original home of the Caths, explains why their technology relies more on Crystal)
- Eonium rich solar system (original home of the Ziks, explains why their technology relies more on Eonium)
- High gravity solar system : biggest ships find it difficult to escape the gravity result is DE, CR and BS take 1 more tick to travel out - home fleets, friendlies, enemies all the same (original home of the Xans, explains why they specialized on smaller ships)
- High magnetic fields solar system: distorters/amps are more efficient (x%)
- Highly hospitable solar system: population grows faster
- Dense asteroid belt solar system: any enemy fleet travelling in or out suffers the loss of some ships (home ships and friendlies know the safe routes)
...
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Unread 23 Jun 2007, 08:33   #2
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Re: Solar systems

Another great idea by Makhil!

I like a lot Maybe that could be adapted to the galaxy level, to avoid having 4 dimensions coords to include the solar system.
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Unread 23 Jun 2007, 09:08   #3
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Re: Solar systems

Whilst those things would be nice, i'd actually prefer to add this suggestion to something resembling tactical terrain - ie, you can choose some combination of various things to give your solar system unique properties, eg high amounts of nebula gas = superior defensive performance due to ambushing / more susceptibility to piracy. and/or things like greater asteroid quantities with associated mining bonus (but loss in population due to asteriod impacts with the planet(s) - or so the storyline could be anyway). I think that would be a more interesting way to pursue your great idea, rather than hard-and-fast "omg my solar system is full of crystal - lets go cath! \o/) type thing .

Good idea though, it would complement governments and races well.
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Unread 23 Jun 2007, 15:59   #4
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Re: Solar systems

I have another suggestion, in line with ones brought forward by Sov and Makhil's, but less 'radical'.

Why not just change the name "galaxy" to "solar system"? After all, these days galaxies start off with no more than 10 planets, usually less, which is hardly worthy of the designation 'galaxy'.

Likewise, we could change "alliance" to "region" or "cluster". This would also fit nicely with the eta advantage, and the fact that when you leave your alliance, you can't join another for 72 ticks, which could be interpreted as the time needed to tow your planet to another region (though a better solution would be that it takes 72 ticks to join an alliance - any alliance - after tick 0). The only problem I see here is that clusters would be removed, but in my opinion clusters play such a small role, that this is an insignificant loss.

Also, some food for thought:
While making the the game more "realistic", this could also open the door to adding geography to PA. Note, "open the door". I myself am not at all sure if geography is the way to go, but I think it's a good idea (from a developer point of view) to keep the option in mind, and make sure that it's possible to implement it, if that decision was to be made.
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Unread 24 Jun 2007, 00:51   #5
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Re: Solar systems

sounds like a pretty cool idea, but what factor would determine which one you ended up in? and it would really suck to be in one that basically worked against your style of play
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Unread 24 Jun 2007, 02:50   #6
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Re: Solar systems

Quote:
Originally Posted by Zaejii
sounds like a pretty cool idea, but what factor would determine which one you ended up in? and it would really suck to be in one that basically worked against your style of play
You would choose it, the same way you choose your race, at signup.

We can imagine that most Caths when they explored the universe and started populating it, were looking for the same kind of solar system (crystal rich) as their original home, to be able to continue developping their civilization. Ofc some would choose differently.
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Unread 17 Aug 2007, 02:41   #7
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Re: Solar systems

Quote:
Originally Posted by Mzyxptlk
I have another suggestion, in line with ones brought forward by Sov and Makhil's, but less 'radical'.

Why not just change the name "galaxy" to "solar system"? After all, these days galaxies start off with no more than 10 planets, usually less, which is hardly worthy of the designation 'galaxy'.
10 to 15 planets suitable for life in a single solar system, no astronomer can dream of that
But that few in a whole galaxy would be a bit depressing too.

Here is an option for X:Y:Z coords

X designates a galaxy (bye bye clusters)
Y designates a sector of a galaxy
Z designates a solar system (with the ruler established on its hospitable planet)

That makes more sense but would players accept to change "Galactic Commander" to "Sector Commander"... maybe if we create a super GC : the GC of the strongest gal (future sector) in a cluster (future gal). He would be shown in a specific color (pink ?) and would have the extra ability of trading for free in the gal and universe fund... or getting a +5% bonus in resources(call it corruption if you want it to sound realistic).
That would surely bring some animation in the greatly boring cluster politics...
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Unread 17 Aug 2007, 20:06   #8
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Re: Solar systems

if your going to conceptualize a solar system adding a 3rd dimension to a textual game then conceivably you would be able to divert your ships to a planet in your galaxy when they're returning home from an attack, depending on where each planet is within the solar system.

This ofc would allow you to defend...or avoid a fleet catch when returning from a mission.
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Unread 17 Aug 2007, 21:07   #9
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Re: Solar systems

I like this thread And ideas in it.
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