Re(design|placement) of NCC and Prefab

Design new game mechanics or propose new rules
Brend
Brend
Elmer
Elmer
Dragonmaster352
Dragonmaster352

Re(design|placement) of NCC and Prefab open

Post Brend » Mon Jan 26, 2015 5:22 pm
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Brend
 
Currently, the technologies Network Centric Colonization and Prefabrication are deprecated and require a redesign or replacement. At the moment colonisation is a 'hot topic' among the larger economies. These two technologies were deprecated during bulk update (sub task outpost cost change) that came from the piled-up work from a previous write-a-thon. I think that now, while colonisation is a hot topic, is a good time to look into possible effects to replace these two technologies with.

The techs were deprecated because both only serve to encourage Outpost and Space Habitat spamming -- which we do not consider good goals for a technology to encourage. So, we should look towards the creation of new options, or the bending of current colonisation rules (possibly in conjunction with another rule).

I have some ideas of directions for new options:
  • Goods transport between outposts and space habitats in the same sector
  • Fleet slot directly on outpost (without need for OM zone)
  • Boost power output of outpost so you can better house population
  • Generate orbital capacity on space habitat or outpost (allowing special projects like planetary defence grid)
  • Somehow pave the way for corporations on space habitats
(I left out anything touching on Piracy Patrol, because we have already covered that extensively.)

Some other players are also looking into colonisation, so I am looking towards the other players for more ideas!
Post Elmer » Mon Jan 26, 2015 11:05 pm
Elmer
 
Some of these ideas are more like brainstorm ideas than 'oeh, this is a very good why aren't we funding this idea'.
  • No OM needed for trade fleet assigned to space habitat
  • Change space habitat requirements
  • allow population on space habitat
  • space habitat for support zones (yes I know, cheap fleets, fixable issue)
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Post Dragonmaster352 » Tue Jan 27, 2015 12:54 pm
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Dragonmaster352
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@elmer: population is already allowed on space habitats just not a lot.

Some other ideas:
  • Reduction of upkeep of colony, outpost or space habitat (space habitat is optional because the upkeep for that is optional)
  • Paving the way towards world building (as in the actual construction of world-sized objects)
  • One trade fleet supplying multiple sites in multiple sectors.

I realise these are rather powerful options, they could be mutually exclusive to be more balanced. (Yes, I'm bringing back that idea.)
Post Brend » Tue Jan 27, 2015 5:28 pm
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Brend
 
Dragonmaster352 wrote:. . . they could be mutually exclusive to be more balanced. (Yes, I'm bringing back that idea.)

Was the mutual exclusivity idea ever gone? I thought it was a very nice one, we just haven't really had the opportunity to apply it (other than the recycling techs)

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