Proximo Colonies/Stories/work

Aus STNE-Wiki

Wechseln zu: Navigation, Suche

From: Dewa =Galactic Corps of Engineers= (25087) To: [ADMIN] PROXIMO (NPC) Date: 22.06.2010 - 07:14 Subject: More on the TODO List [Disclaimer: Everything mentioned are still in the works, and are subject to changes in the final version],

Special thanks to Proximo for taking the time to answer some questions from Dewa regarding the generation ship playstyle. Below is the summary of everything discussed.

Generation Ship They are a specialized colony ship (can only have one), with enough space to house a whole civilization onboard the ship. The generation ship is separated into 12 tiers. They will be customizable with ship modules that can only be installed on the generation ship and facility ships. The generation ship will have the basic function of building 1 ship at a time. This includes all the settler ships (same as current ship production) as well as facility ships.

Facility ships -considered small generation ships

-have less module slots then the normal generation ship

-can be specialized with modules, eg putting multiple shipyard modules onto a facility ship, or stacking resource-replication modules (the equivalent of colony factories)

-there will be a limit to the number of facility ships a player can own

-cost around the 10 ship slot range

-can be converted into the generation ship if the generation ship has been destroyed

LRS Scanner -generation ship will show up on the lrs scanner map as a icon, similar to how Ferengi trade ship shows up on lrs map when they are docked at the Federation SUP station

-the generation ship will NOT show up on the galaxy map like the large portals

Modules -some modules are stackable (eg isochip-replication), unique (can only have one), have secondary effects (similar to how PS factory have increased storage/eps tank) or have pre-requisites

-3 module slot categories (basic ship system slots, combat slots, toy/tool slots)

-there is a hard cap limit on the number of each module category that can be installed on the generation/facility ship

-basic ship system slots, examples given were, ability to replicate more resources, increase cooldown speed of the replicator heat, increase crew production, increase crew housing, increase flight range, lower flight cost, ability to produce more then 1 module at a time, etc

-combat slots, examples are increased hull, shields, cargo, and more weapons. There are also some defensive modules, such as deflector shield, uses the ship deflector as a shield while deactivating all other abilities on the ship. -a high risk defensive module was also mentioned, that has a prerequisite of having the portal module installed. The ability to send the generation ship itself thru the portal to a random point of space nearby. In going thru the portal, it consumes all deflector energy, and takes heavy damage, installed modules may be destroyed in the process, as well as lower the ship tier level. It is a double edged sword type of module in order to save the ship, was hinted of the possibility for an automatic activation if the ships hull fall below a certain threshold.

-toy/tool slots, examples being the ability of having a portal onboard the ship (similar to stargates on ghoul'd motherships) or increase the deflector capacity of the portal.

Ship Tiers -there are 12 tiers to the generation ship

-each tier will require resources and 1 colony slot to upgrade to next tier

-At the lower tiers (lvl 1-4), you will get less module slots, and more basic systems stats will be automatically increased on the ship

-At the higher tiers, you will get many more module slots at each tier for you to customize the generation ship. With the increase in module slots at these tiers, there will be less automatic increases to the ship stats.

-this means at the lower tiers, the ability to replicate ps/dura, have a shipyard, have the research ability, have basic flight range, hull size, shield size, eps size, will be automatically given to the player. Hence why at the lower tiers, less module slots are given

-this also means the player can own colonies while having a lower tier generation ship. But this will limit the amount of customization the player can add to the generation ship.

Resource Replication -This system will be how a generation or facility ship produces goods

-There will be a raw material capacity (replicator power) and replicator heat (similar to phaser heating on ore miners) stat on the ship

-raw material are the building blocks to replicating goods. You will need to dismantle resources into the raw material form (new resource type only used on generation/facility ships). Dismantling more advanced resources (trit, iso, sorium) will give more raw materials.

-dismantling resources into raw material will require [deflector energy + the resource + replicator heat]. The basic resources will require less deflector energy, but the replicator heating will be the same as if you were dismantling the same amount of the advanced resources.

-replicating resources will require [deflector energy + raw material + replicator heat]

-it is possible to stack multiple resource production modules (eg iso-chip replication modules) to reduce the cost of replicating a particular resource

-replicator heat cooldown will take around 10 to 20+ ticks for full cooldown. Depending on the combination of modules used.

-there will not be a automatic resource replicate setting

Ship Deflector -deflector will play a large role in the generation ship

-the generation ship will consume both energy and deflector energy when moving between sectors. Idea behind this (no game mechanic relation) is that the massive size of the generation ship will be moving at warp speed, and therefore needs deflectors to protect the ship from collision with smaller objects like space debris.

-energy source for replicating and dismantling resources

-required for onboard portal usage

-required if the deflector shield module is installed

-used in special combat modules, currently on the drawing board, draining enemy ship’s energy, overloading ship weapons, shooting down incoming torpedos (anti torpedo module), etc

-possibly temporary ability to shield against radioactive nebulas (similar to the current hull ionizer module)

Persönliche Werkzeuge