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8 years ago
May 29, 2017, 12:23:11 PM

The only way to gain the ressources is by colonising systems.


But that on the other hand works against you when you reach the "Overcolonisation-Approval-Penalty"  So you have to consider if you raze one of your systems. That results automaticly in a Strategic/Luxury Ressource loss.


To compensate that we think a Mining Outpost should be added to the game.


The Mining Outpost takes some turns until it is finished, same as a normal colonising ship, but is will not count as a Colonised Planet and so won't increase the "Over-Colonisation" Limit!


A Mining Outpost can be created by a "Coloniser Ship" that has a "Mining Factory Module" installed, which again is a Tier 4 Tech.


The Mining Outpost extracts vital ressources without colonising the entire Systems, BUT the amount of Ressources you gain cannot be changed by any System Improvement since you DO NOT colonise the System.

So if you get only 1 Hyperion and 3 Jadonyx you are not able to increase the amount with a "Mining Outpost".


It also is not able to generate any FIDSI by itself and thus needs FID (Food, Industry, Dust) provided by one of the Players colonised Planets as long as the Mining Outpost exist.


The Mining Outpost can be destroyed by enemy fleets, even if it contains only one ship, since the Outpost has no defenses. So you better send some Ships to protect your operation.


I want to thank Vzzdak and Kareal for providing me with a different Point of View.


As always tell me what you think about it.

Updated 6 hours ago.
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Implemented

The IMPLEMENTED status designates ideas that have been implemented in the game.

The-Cat-o-Nine-Tales

DEV The-Cat-o-Nine-Tales

status updated 5 years ago

While not outposts, we have implemented the ability to mine resources on systems you do not own through the Behemoths.

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8 years ago
Jun 3, 2017, 9:31:36 PM
Vzzdak wrote:
Kaada wrote:
Vzzdak wrote:
DanielSas wrote:

I think they can make Mining support modules instead. THen you can take an Support ship and equip it!

That's too simplistic. This thread is talking about a kind of factory ship that requires significant resources, which is used as an alternative to establishing a colony.

I think the Colony Ship fits perfect for the Job since it already has the "Equipment" to make a Settlement and so on. I think a Mining Factory Module for the Colony Ship is a good way to go. Should be a High Tier Tech in the Economic and Trade part though, otherwise it would be to simple and to easy getting ressources.

A colony ship has a cargo of starting population, tools, vehicles, and presumably the ship hull can be used as temporary shelter.


A colony ship is *not* a factory or refinement system. In a normal colony, these advanced systems would come after the local population constructed them.


As said, this thread is talking about a new type of ship, a "factory ship," massive in size, used to harvest vital resources (e.g., Hyperion, Jadonyx, etc.), which is costly to maintain and defend.

This is the one thing I don't agree to and won't change. 


It is just much easier for the Devs to use an already existing Shiptype and simply add a new function to it than creating a hole new Ship Type for each faction. But if the Devs decide to make a new Ship I see no problem either.


A Module is the way to go. Not a new ship.


I'm glad for your ideas and concerns but it is still my idea. We work together to get a result that makes us all happy. Not just one.

Updated 8 years ago.
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Implemented

The IMPLEMENTED status designates ideas that have been implemented in the game.

The-Cat-o-Nine-Tales

DEV The-Cat-o-Nine-Tales

status updated 5 years ago

While not outposts, we have implemented the ability to mine resources on systems you do not own through the Behemoths.

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7 years ago
Mar 8, 2018, 10:47:25 AM

i feel a adapted coloniser ship that works as a miner, like that Allayi unit in endless legend, could work too. 

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7 years ago
Feb 27, 2018, 10:47:52 PM

How about being able to mine the "special nodes" involving asteroids within the sphere of influence for additional resources?

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7 years ago
Jul 25, 2017, 12:21:36 PM

A new type of outpost sounds amazing. 


Adding a constant flow of civilian ships from mining outposts to colonised systems give better feedback on effective blockades.

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7 years ago
Jul 15, 2017, 1:37:13 AM

I would say a colony starts as an outpost and in time it can grow into something bigger. This is the current system as we have it now.


If we add a factory ship, which can take strategic ressources from planets, then to me that sounds like something that is to similar to the Vodyani,

which already have the arks. 


So as it stands right now i would need to have a better explanation what this is really gonna add to the gameplay, which already exists inside the game.


Updated 7 years ago.
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7 years ago
Jul 2, 2017, 9:25:34 PM

It feels good when an Idea get's the attention of Devs. 


Thank you very much.

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Nice to have

The NICE TO HAVE status is given by the dev team to ideas they would like to have in the game.

Dagart

DEV Dagart

status updated 7 years ago

interesting, it could make sense.
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8 years ago
Jun 4, 2017, 5:54:54 PM

It makes me very happy to see al the upvotes. Thank you all very much for your support.

Updated 8 years ago.
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8 years ago
Jun 3, 2017, 11:55:59 PM
Kaada wrote:
Tyrenium wrote:

I like the idea of having some new form of outpost.


In my opinion, it should be a weak installation. That way, players have to ensure the safety of their new outpost by posting a permanent guard. Or otherwise running the risk of loosing the outpost to opponents.

Plus, this kind of outpost should not hinder other players from building a colony in the same system.

Everything you wrote is basicly what we already have in mind. The last thing on the other hand...I have to think about it. 


Colonising a System that already has a Mining Outpost shouldn't be possible. The Outpost must be destroyed before Colonising. Or even when one just colonises the System the Mining Outpost will be destroyed immediatly after the Outpost turns into a Colony.


Either Way the Mining Outpost is gone.

Perhaps. Don't overlook the opportunity to increase the depth of the gameplay.


In whatever form that the mining outpost takes, having it in the form of an installation that can be captured will add to overall strategy.


If the system is colonized, then what happens to the outpost would depend upon its form. For example, a factory ship could be piloted to another system, whereas a physical installation could reduce construction cost for a mining-related improvement. 

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8 years ago
Jun 3, 2017, 9:42:33 PM
Tyrenium wrote:

I like the idea of having some new form of outpost.


In my opinion, it should be a weak installation. That way, players have to ensure the safety of their new outpost by posting a permanent guard. Or otherwise running the risk of loosing the outpost to opponents.

Plus, this kind of outpost should not hinder other players from building a colony in the same system.

Everything you wrote is basicly what we already have in mind. The last thing on the other hand...I have to think about it. 


Colonising a System that already has a Mining Outpost shouldn't be possible. The Outpost must be destroyed before Colonising. Or even when one just colonises the System the Mining Outpost will be destroyed immediatly after the Outpost turns into a Colony.


Either Way the Mining Outpost is gone.

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8 years ago
Jun 3, 2017, 9:36:25 PM
allikrid wrote:

it should only be useful for a certain amount of turns (depending of planet survivability). Each outpost will need to be resplenished with more colony ships, or it will be useless and will need reconstruction.


What about vodyani rebalance ?

Since I'm a 90% Craver Player I don't care about the Vodyani. If you are a Vodyani player than play them as often as you can and always different than before (as much as possible) and than think what could be added, changed, or deleted.


Also i don't think the Mining Outpost should vanish after a few turns. I think of them as a benefit and a concern for each player. Benefits are the incoming Ressources, but at the same time the concern to loose them by an attack. 


It is the task of the Player to defend their own operations, but hunt and destroy Enemy Player Operations. That also makes the game much more interesting.

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8 years ago
Jun 3, 2017, 3:25:09 PM

I like the idea of having some new form of outpost.


In my opinion, it should be a weak installation. That way, players have to ensure the safety of their new outpost by posting a permanent guard. Or otherwise running the risk of loosing the outpost to opponents.

Plus, this kind of outpost should not hinder other players from building a colony in the same system.

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8 years ago
Jun 3, 2017, 2:05:46 PM
Kaada wrote:
Vzzdak wrote:
DanielSas wrote:

I think they can make Mining support modules instead. THen you can take an Support ship and equip it!

That's too simplistic. This thread is talking about a kind of factory ship that requires significant resources, which is used as an alternative to establishing a colony.

I think the Colony Ship fits perfect for the Job since it already has the "Equipment" to make a Settlement and so on. I think a Mining Factory Module for the Colony Ship is a good way to go. Should be a High Tier Tech in the Economic and Trade part though, otherwise it would be to simple and to easy getting ressources.

A colony ship has a cargo of starting population, tools, vehicles, and presumably the ship hull can be used as temporary shelter.


A colony ship is *not* a factory or refinement system. In a normal colony, these advanced systems would come after the local population constructed them.


As said, this thread is talking about a new type of ship, a "factory ship," massive in size, used to harvest vital resources (e.g., Hyperion, Jadonyx, etc.), which is costly to maintain and defend.

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8 years ago
Jun 3, 2017, 3:40:29 AM

it should only be useful for a certain amount of turns (depending of planet survivability). Each outpost will need to be resplenished with more colony ships, or it will be useless and will need reconstruction.


What about vodyani rebalance ?

Updated 8 years ago.
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8 years ago
Jun 2, 2017, 5:23:02 PM
Vzzdak wrote:
DanielSas wrote:

I think they can make Mining support modules instead. THen you can take an Support ship and equip it!

That's too simplistic. This thread is talking about a kind of factory ship that requires significant resources, which is used as an alternative to establishing a colony.

I think the Colony Ship fits perfect for the Job since it already has the "Equipment" to make a Settlement and so on. I think a Mining Factory Module for the Colony Ship is a good way to go. Should be a High Tier Tech in the Economic and Trade part though, otherwise it would be to simple and to easy getting ressources.

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8 years ago
Jun 2, 2017, 3:11:12 PM
DanielSas wrote:

I think they can make Mining support modules instead. THen you can take an Support ship and equip it!

That's too simplistic. This thread is talking about a kind of factory ship that requires significant resources, which is used as an alternative to establishing a colony.

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8 years ago
Jun 1, 2017, 8:19:24 PM

I think they can make Mining support modules instead. THen you can take an Support ship and equip it!

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8 years ago
Jun 1, 2017, 2:54:53 PM

Hmm. I guess I should edit the Idea a bit. 


We all agree that a Mining Outpost would make more sense cause of the Infrastructure it needs. And we all agree that it shouldn't count as Colony and has to be provided by "Logistic Ships" which deliver "Food" and "Industry" to keep your mining Operation alive.


Good.

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8 years ago
May 31, 2017, 11:28:16 PM

How about what Kareal said, an outpost that doesn't turn into a colony.


You would need a special factory-class ship, moves slowly, and has a significant construction cost due to its size.


After moving the factory ship into the given system, you can issue a command to establish a mining outpost.


After several turns, the mining output becomes established, and it begins to generate the resource.


But an outpost doesn't generate FIDS; you are only collecting the resource.


Food would have to be brought in using logistic ships, otherwise the miner population would drop (0 = destruction of the ship?).


There would be an upkeep cost for the mining ship, something significant.


A further limitation is that you are unable to construct the infrastructure that would be possible with a colony.

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8 years ago
May 31, 2017, 11:10:01 AM
Vzzdak wrote:

Well, the implication of needing to form a colony ahead of time is that there needs to be some "local" infrastructure in order to support mining in the given system.


There isn't just mining crews at work, but there is processing, refinement, facility maintenace, food preparation, entertainment venues, and so on. There is so much activity going on, that you have whole communities of people, which naturally means families, and everything necessary to support those families, such as groceries, public school, adult education, domestic luxuries, etc.


One could consider the film, Alien, as an example of an unrealistic mining operation, the idea that a handful of humans could operate some manner of automated mining ship. You'll recall in the film that they were generally miserable workers and annoyed by each other. The funny thing is that in the game, Alien: Isolation, they had a "Nostromo-class" ship like in the film, but now it's a fully-functional community with shops and residential areas, and a population that is not entirely directly focused upon mining.


So I would be forced to say that in ES2, the implementation of colonization makes sense as a requirement before mining may occur. Even if one were to argue that ES2 could have huge mining ships that supported large populations, this is *still* equivalent to the effort of colonizing, just in a different form of building a huge facility (that technically is extraordinarily vulnerable to sabotage, terrorists, and enemy combatants).

Than how about a "Mining Outpost"? Or a "Battleship" sized Mining Ship? I mean, while what you wrote sounds right to me, I don't think one would make a new colony on a dirty rock just to get some Titanium. 


As you said a "Flying Factory" like the Nostromo ship, from Alien isolation, could be worth. Though one has to reach tier 3 or 4 in the Ressource Tech field, to research it.

Updated 8 years ago.
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8 years ago
May 29, 2017, 11:44:50 PM

Well, the implication of needing to form a colony ahead of time is that there needs to be some "local" infrastructure in order to support mining in the given system.


There isn't just mining crews at work, but there is processing, refinement, facility maintenace, food preparation, entertainment venues, and so on. There is so much activity going on, that you have whole communities of people, which naturally means families, and everything necessary to support those families, such as groceries, public school, adult education, domestic luxuries, etc.


One could consider the film, Alien, as an example of an unrealistic mining operation, the idea that a handful of humans could operate some manner of automated mining ship. You'll recall in the film that they were generally miserable workers and annoyed by each other. The funny thing is that in the game, Alien: Isolation, they had a "Nostromo-class" ship like in the film, but now it's a fully-functional community with shops and residential areas, and a population that is not entirely directly focused upon mining.


So I would be forced to say that in ES2, the implementation of colonization makes sense as a requirement before mining may occur. Even if one were to argue that ES2 could have huge mining ships that supported large populations, this is *still* equivalent to the effort of colonizing, just in a different form of building a huge facility (that technically is extraordinarily vulnerable to sabotage, terrorists, and enemy combatants).

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