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[Suggestion] extra effects of Craver locusts.

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13 years ago
May 16, 2012, 8:56:58 PM
Are you sure of that ? Locust points only applies to the cravers ? That wouldn't be good.
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13 years ago
Jul 12, 2012, 1:17:22 AM
In many other turn based games you can see a unique look on land around a faction. Look at desciples! when factions grow, you can see their unique faction specific effect spread. This even just as an visual appearance would be really cool. A sort of visual marker for cravers having inhabited a planet for many turns.



Bottom line, this feature would take minimal development effort and would add a small touch of detail to the game to enhance the appeal of a playable race without having to change their base attributes or mechanics in anyway that would effect balance.
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13 years ago
Jun 16, 2012, 5:41:44 PM
I've noticed, that there is 30 LP limit in game description, but 40 LP limit in game.

I think, that it must be fixxxed.
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13 years ago
Jun 16, 2012, 2:43:35 PM
This thread is the origin of discussions about changing details/mechanics of the craver locust points.

Other threads about this have been archived:

/#/endless-space/forum/29-archives/thread/13346-suggestions-locust-points

/#/endless-space/forum/29-archives/thread/13747-suggestion-locust-points-impact-on-planet-appearance

/#/endless-space/forum/29-archives/thread/13752-suggestion-cravers-faction-trait

/#/endless-space/forum/29-archives/thread/13832-cravers-affinity-exploits-more.



Feel free to post here about this topic here and inform yourself about the variations the threads listed above have already discussed, but don't open new suggestion threads for anything alike. smiley: wink
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13 years ago
May 17, 2012, 2:11:05 PM
SallyEliwood wrote:
While this husk anomally sounds good, it's not. It's game breaking when you try to fight the cravers. you would end up with dozens of systems with every planet a husk. It would be frustrating to the players, and if you go so far as to make other races unable to use those planets then you make cravers vastly overpowered, once they have a system no one wants it. It would be more damaging to capture the system than to leave it.


That's a really good point, it doesn't work as long as you have to capture enemy systems.
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13 years ago
May 17, 2012, 1:55:54 PM
While this husk anomally sounds good, it's not. It's game breaking when you try to fight the cravers. you would end up with dozens of systems with every planet a husk. It would be frustrating to the players, and if you go so far as to make other races unable to use those planets then you make cravers vastly overpowered, once they have a system no one wants it. It would be more damaging to capture the system than to leave it.
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13 years ago
May 17, 2012, 1:44:31 PM
Durandal4532 wrote:
Cravers turn a planet Barren, and possibly Hollow


I might be nitpicking here but hollow is a positive anomaly in the game, so that wouldn't make sense.



Apart from that I'm not sure about the idea. Things have to be done to the terraforming system and probably to the Cravers but I have no clue how to balance out the Cravers best.
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13 years ago
May 17, 2012, 5:51:13 AM
You can see the locust points on the planets, and a "depleted" announcement over them when they are depleted.
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13 years ago
May 16, 2012, 10:04:39 PM
Hunh, alright then I guess this is mostly implemented. I'd still like to see a de-terraform effect or a special "husk" anomaly or something simply for the visual indicator and in-universe explanation of the lowered FIDS.



So does only the +100 depletion effect apply to all players, or do locust points just affect all players equally?
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13 years ago
May 16, 2012, 9:54:07 PM
Depletion doesn't only affect Cravers. When I've been at war with the Cravers, pushing them back past their frontier has always meant buying a bunch of rotten apples.
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13 years ago
May 16, 2012, 9:39:22 PM
I'll have to double-check, but as far as I can tell they only apply to Cravers.



Otherwise, it would be a bit weird. If you allowed a Craver to settle a planet for a single turn, then kicked them off, you'd get a permanent +25% to FIDS for that world.
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13 years ago
May 13, 2012, 12:59:12 AM
So, this is a reasonably cosmetic and simple change, but does anyone else think having Cravers turn a planet Barren, and possibly Hollow after the locust points hit 100, or maybe 150, would be kind of cool? It would be a neat way to visually represent the effect. It would also make other races have a reason to take care of the Craver menace nice and fast.
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13 years ago
May 16, 2012, 8:19:23 PM
The difference is that right now when a planet gets to more than 100 locust points, it generates -25% FIDS only for the Craver faction. So if someone else takes over the planet, there isn't any negative effect. I feel like that doesn't really reflect the effect being proposed, that they deplete planets/systems. If the effect de-terraformed or had some other persistent negative effect it would be a nice visual as well as a way of representing what the Craver are supposed to be doing.
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13 years ago
May 16, 2012, 7:54:01 PM
different name, and no change in planet pic. but don't they have this? Basically isn't this overharvesting with another name? Maybe I am not understanding the point. If i am misunderstanding it, please correct me.
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13 years ago
May 16, 2012, 6:46:53 PM
I do like that right now the planets are basically all good, just with different specialities. But I think having there be some negative effects or race-linked effects would make the galaxy a more dynamic place. If people can't use Barren or "husk" planets as effectively, it allows for a strong Craver presence in the galaxy to be directly felt and gives a reason to work together against them.



If planets were more suited/less suited to certain racial types, it would allow for interesting strategic situations like a system full of Lava or Arctic or Gas planets being extremely useful for Player 1 but less useful to Player 2, allowing for some diplomatic discussion about what that system might be worth. You might not want to go too overboard with it due to the random nature of galaxy generation, but it would be interesting if terraforming wasn't essentially the same process of perfecting the galaxy for everyone.
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13 years ago
May 13, 2012, 11:19:13 PM
I am working on a proposal of how to do planets if my idea in Food, the Ugly Duckling 2.0 is accepted.



I wonder what the devs think of that idea... smiley: confused
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13 years ago
May 13, 2012, 10:52:36 PM
I favor having all the planet types be equal but having different specialties.




Huh, for some reason I kinda thought that was the goal (just looking at what I saw in game, that'd kinda what I thought...)



Lava was definitely the 'industry' king (which is probably why I think it), with artic/tunda/ocean being 'research' kings. Both of these make 'sense'; lava would bring minerals to the surface for you -- think 'natural mining' -- while cold environments tend to be important for all sorts of experiments, while being INCREDIBLY difficult to manage. (They also assist with superconductors to help move power around). (Water is a natural heat-sink, so oceans kinda make sense here...)



Personally, I like the idea, as you can tell.
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13 years ago
May 13, 2012, 10:11:43 PM
Platescale wrote:
I wish terraforming projects were something that happened in the background. You'd designate your chosen target, and it would just occur over time. 'Positive' terraforms (more habitable) would sap resource as they went on representing the drain of the terraforming project; 'negative' terraforms (less habitable) would grant bonuses representing the resources freed up by not having to worry about ecological effects. That would also give a potential alternate form for the locust points: They automatically terraform every planet to Arid, then to Desert, then to Barren. As the planet gets worse, the bonuses from the negative terraforming accelerate, but the final product is a barren planet that you can't terraform back to something decent. The best you could do would be to turn the Barren planet to a Lava world (as I wouldn't imagine the Locust Points would terraform across specific classes: Tundra would go to Desert, and Lava wouldn't revert to Barren.)



This would also let other races 'restore' used up Craver planets by terraforming them positively.




An interesting idea... smiley: confused



I favor having all the planet types be equal but having different specialties.



Lava would be the ultimate industry world, desert for dust, and barren for science. Terran, Jungle, and Ocean would be best for food and dust, industry, or science (respectively). Arid, Tundra, and Arctic would be the most flexible worlds, good but not great in 3 categories. Therefore you should terraform based on what you want from a system. (You shouldn't be able to terraform Gas Giants or Asteroids, or planets into them.)



This goes hand in hand with my recommendations for food in /#/endless-space/forum/29-archives/thread/13504-composite-suggestion-food-the-ugly-duckling-2-0-industry but if they are ultimately rejected, I would like to have gradual terraforming, and be able to exploit worlds but damage them.



So you would choose an option and if it is a better world, then it reduces the planets FIDS for a period of time; if it is a worse world, then it increases the planets FIDS for a period.



Ya, I would take that smiley: biggrin
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13 years ago
May 13, 2012, 9:32:45 PM
Surly the 'Husk' would just be planet modifyer, so that the planets would still look the same for their basic purposes.



And i belive it has been stated that "This would also let other races 'restore' used up Craver planets by terraforming them positively." will not be happening because it would undo the point, even if the terraform is only to barren.
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13 years ago
May 13, 2012, 9:25:40 PM
I definitely think that something like these ideas would be really cool in the game. The visual represntation of damage/change would be nice, and the persistant change in planet status would have interesting macro-game effects, while also preventing the Cravers from letting other powers re-capture planets, then re-take them and instantly get new economic bonuses out of it.
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