Re(design|placement) of NCC and Prefab
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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:
Some other players are also looking into colonisation, so I am looking towards the other players for more ideas!
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
Some other players are also looking into colonisation, so I am looking towards the other players for more ideas!
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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Dragonmaster352 - Storyteller
@elmer: population is already allowed on space habitats just not a lot.
Some other ideas:
I realise these are rather powerful options, they could be mutually exclusive to be more balanced. (Yes, I'm bringing back that idea.)
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.)
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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