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Orbital Entrenchment Upgrades.

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12 years ago
Aug 24, 2012, 11:31:29 PM
Steal? Heavens no!



Its hard to steal a thinking pattern!

Please feel more then free! smiley: smile
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12 years ago
Sep 1, 2012, 10:12:33 PM
kurofaytt wrote:
ok i think of several things. first is yes the game needs system def. so like a orbital space hangar to send small fighter. a planetary/system weapon system would also be useful. i think though the best would be some kind of jump gate you can build to get our fleet there.




Following the defenses route you should check out this thread.



And thanks for voting! smiley: wink
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12 years ago
Sep 1, 2012, 10:08:22 PM
ok i think of several things. first is yes the game needs system def. so like a orbital space hangar to send small fighter. a planetary/system weapon system would also be useful. i think though the best would be some kind of jump gate you can build to get our fleet there.
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12 years ago
Aug 25, 2012, 10:42:10 AM
Ganpot wrote:
Ooohhhhhhh..... As soon as I read the word "Entrenchment" I thought you were referring to only military upgrades (since that is how the term is normally used).



However, my criticism still stands. For this idea to work, the upgrades have to be more effective for a small empire than a large one, even though a larger empire could conceivably build more of them. I'm honestly at a loss for how this could be done, except by increasing the amount of population space and changing the FIDS bonuses to per population point. If you did that, empires could (more easily) become dense instead of (only) large.



Also, even disregarding military bonuses, your suggestion is too helpful in multiple areas. Why not allow (just as an example) a 60% bonus to one FIDS area, or a 20% bonus to all four. Then limit the amount of such super-improvements. That would allow for more unique solar systems (since usually I just build everything everywhere).




I see what you mean, and like I said the numbers aren't set in stone so you may be right.



However some of the suggested numbers do indeed add more population slots to each world and then also give the % boost which I feel would be more useful in the long run. Bud i do understand the concerns for larger empire from building them (And there is little reason they shouldn't) but I feel like the development costs of a large empire would prevent the construction of these structure for quite some time, thus giving the easy to set up smaller empire a chance to get ahead.



But I am not sure how to simulate it, before i suggested the idea of the level industry costs being (1,000, 10,000, 100,000, and 1,000,000) but would these be to hard to achieve? And you may be right about the limitation, but I feel like every level should be unlimited other then the last, giving the player a choice of where to build it.



Finally, what about the idea of the first player who builds one gets like a 30% industry discount as to specialize the idea of a weaker player rushing for the cheap level where as a larger empire who just starts them then gets the remaining 30% added to the top when he/she loses the 'race'?
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12 years ago
Aug 24, 2012, 11:55:27 PM
Igncom1 wrote:
Good luck buddy! smiley: wink




For those interested the new thread can be found Here.
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12 years ago
Aug 24, 2012, 11:44:41 PM
Igncom1 wrote:
Well the suggestion was an overall improvement to a factions system by moving everything into orbit, it wasn't really meant as a purely defensive measure more the idea of industrialized and urbanizing space.


Ooohhhhhhh..... As soon as I read the word "Entrenchment" I thought you were referring to only military upgrades (since that is how the term is normally used).



However, my criticism still stands. For this idea to work, the upgrades have to be more effective for a small empire than a large one, even though a larger empire could conceivably build more of them. I'm honestly at a loss for how this could be done, except by increasing the amount of population space and changing the FIDS bonuses to per population point. If you did that, empires could (more easily) become dense instead of (only) large.



Also, even disregarding military bonuses, your suggestion is too helpful in multiple areas. Why not allow (just as an example) a 60% bonus to one FIDS area, or a 20% bonus to all four. Then limit the amount of such super-improvements. That would allow for more unique solar systems (since usually I just build everything everywhere).
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12 years ago
Aug 24, 2012, 11:33:34 PM
Good luck buddy! smiley: wink
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12 years ago
Aug 24, 2012, 11:33:00 PM
Igncom1 wrote:
Steal? Heavens no!



Its hard to steal a thinking pattern!

Please feel more then free! smiley: smile




Very well then ill write it up and post it in a bit, for what its worth.
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12 years ago
Aug 24, 2012, 11:30:14 PM
Igncom1 wrote:
I agree, although this might be server better as another suggestion as it does deviate for the OP, would you like to suggest it?




It was your idea, i wound not dare to steal it.
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12 years ago
Aug 24, 2012, 11:29:06 PM
I agree, although this might be server better as another suggestion as it does deviate for the OP, would you like to suggest it?
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12 years ago
Aug 24, 2012, 11:27:55 PM
Igncom1 wrote:
Would you not consider an invasion an emergency? smiley: biggrin





Admiral: Emperor Beda! Our homeworld is under siege!



Beda: Business as usual then, carry on admiral.




Sad thing is some of my border worlds that be about the truth of it. lol



But your right, it could auto trigger but i think there should be away to manually engage it as well.
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12 years ago
Aug 24, 2012, 11:17:08 PM
Would you not consider an invasion an emergency? smiley: biggrin





Admiral: Emperor Beda! Our homeworld is under siege!



Beda: Business as usual then, carry on admiral.
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12 years ago
Aug 24, 2012, 11:12:38 PM
Igncom1 wrote:
Emergency situations demand emergency responses.



And seeing as how even RL corporations can hire armed escorts for shipping vessels I wouldn't say its far off.



Is essentially like hiring mercenary's to defend your systems.




Perhaps they can do it but only after you enact a emergency status on the system, and by doing so it will spawn a set number of ships owned by the corps for defending that system.
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12 years ago
Aug 24, 2012, 11:08:56 PM
Beda wrote:
Sounds like the police cutters. Nothing says fun like flying a police cutter. lol But really i dont see a military style government allowing corps that much power.




Emergency situations demand emergency responses.



And seeing as how even RL corporations can hire armed escorts for shipping vessels I wouldn't say its far off.



Is essentially like hiring mercenary's to defend your systems.
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12 years ago
Aug 23, 2012, 11:01:49 PM
Igncom1 wrote:
They were close I do believe, but never had much of the civilian cooperation hand at it where they are building their own stuff to the level I feel they should be.



At least not enough for me any who.



And orbital hangers and such do kinda coincide with a little limited in my...Vision! lol How about the idea of PLC gunboat shipyards? As a part of a Imperial-Coperate improvement giving subsidiary's to corporations to defend their holdings in space?




Sounds like the police cutters. Nothing says fun like flying a police cutter. lol But really i dont see a military style government allowing corps that much power.
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12 years ago
Aug 23, 2012, 5:14:15 PM
They were close I do believe, but never had much of the civilian cooperation hand at it where they are building their own stuff to the level I feel they should be.



At least not enough for me any who.



And orbital hangers and such do kinda coincide with a little limited in my...Vision! lol How about the idea of PLC gunboat shipyards? As a part of a Imperial-Coperate improvement giving subsidiary's to corporations to defend their holdings in space?
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