Shark7
Posts: 6341
Joined: 7/24/2007 From: The Big Nowhere Status: offline
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After reading the resource extraction thread ( http://www.matrixgames.com/forums/tm.asp?m=3014945 ) I started thinking, which is of course dangerous. What we need is a new colony ground facility to help with mining. Yep, Mines. These are not the standard mines you automatically get by colonizing a planet. This is one of those huge corporate backed things that can strip every last ounce of resource from the ground, given time. In game, a mine simply increases the rate of extraction for the planet (not space base mines). When you research fast mining tech, it gets a boost, etc. Mines, how they work: 1. Each planet has a limited number of mines. My suggestion is # of Mines = planet quality / 10. So a planet that has a quality of 60, you can build 6 colony facility mines. 2. Each mine gives you a 1% boost in extraction rate. So a 100 quality planet gets a 10% once the 10 mines allowed are built. 3. At each tech level, you get an extra 1% to extraction level. There are 4 levels of mining tech, so you end up with a +5% to mining extraction rate per mine on the planet. So a max bonus of +50% or a 150% extraction rate on a 100 quality planet. 4. These should be very expensive. This is not your typical 1849 gold rush, strike it rich prospector, this is a large, state backed corporate endeavor. I'd say a minimum cost of 500k credits. 5. Mines are a starting tech. Farming. Anyone who knows me knows that I have asked for this before. Generally I wanted a complicated system...well scratch that, a simple abstracted version that would work just as well and not make it so complicated that no one wants to mess with it. Farms, how they work: 1. We need a new resource: Food. A simple abstraction works. Food need is based on population, lets say that each planet needs 1 unit of food per 10000k of population per day. Keeps it simple. 2. Food affects growth rate of a colony. If you have abundant food, you get a boost in population growth. If a colony is short of food, you have negative population growth. 3. Farms are based on planet quality. Each farm produces 100 units of food per day. Each planet can have Planet Quality / 10 farms on its surface. So a quality 100 planet can have 10 farms and produce 10k units of food daily. 4. When Advanced Coloniztion is researched, each farm gets a 25 unit production increase (total of 125 units per day). 5. A new component for ships/bases: hydroponic farms. These produce 25 units of food per day and get no upgrades. These also give the space living races access to food, as well as the ability for food challenged empires to build excess farming capacity (think a giant farming station). These need to be very large, say taking up 100 ship space each. 6. Food can also be made into a discoverable/mined resource that can be extracted from any planet. Well that is pretty much it. A simplified way to add in farms and food, and a simple way to increase planetary mining versus space base mining. I may not have the idea in a cut and paste state, but it does give a basis for the system and its open to discussion. And my math skills aren't always so great, so I'm sure the math parts of this will need some tweaking or flat out fixing.
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aka- Akula Larry Bond's Harpoon - Commander's Edition Development Team Member
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