Planetery ownership
Posted: Tue Dec 04, 2012 8:16 pm
Although there are different kinds of planets in Limit theory, If we do get planetary ownership, i have some ideas and suggestions for what goes on with these juicy planets.
first off, how to obtain them? for starters, i think there should be random barren planets. these may seem boring at first, but they are easily and readily available to any faction or the player with the proper resources. I think the player should also be able to invade planets they see as desirable (although this would be a monumentally difficult task). Another way a player could be able to obtain a planet is from a faction that considers them a dear ally. if they are friendly enough with a given faction, they can be offered planets for purchase (selling sovereignty, essentially, for those eve fanatics out there), or the player can offer to buy one from the faction. Although very expensive, this comes with the opportunity of a preconstructed planet in perfect condition. No destroyed structures from an invasion, and no need to build up an infrastructure of a a barren planet. the secondary cost to this benefit is that the planet is already set in its Type (I'll go over that suggestion shortly). you can also find rare (and i mean RARE) Relic planets, with special infrastructure, technology, and/or resources/ships, the rewards vary, but all you need do is move in. these relic planets are abandoned planets of some ancient space faring civilization, and are full of surprises (automated planetary defense systems anyone?).
as for owning planets, i think planets could be built into certain categories. barren planets, and conquered planets can be built into one of three categories: Resource Planets, Commerce Planets, and Military Planets. These planets specialize in their field, but can have installations of any kind, for instance building planetary defense guns (think Hoth and star-wars) and then installing them on your resource planets. or adding a commerce hub to a resource planet to sell its excess goods, etc. but to have these hybrid setups, the player will need to produce them from their original planet types.
Resource planets are good for resource gathering, and have decent ship production abilities.
commerce planets are cash cows, they buy and sell goods, and they are also good sources for hiring your own pilots. very low manufacturing abilities.
Millitary planets are great in all forms of production, but cannot harvest resources, they are hungry, but can build fleets, offensive tech, research tech, and planetary defense tech. imagine one planet used only for ship production, another for mainly research mounted with defense guns. they are obviously poor in selling anything, are very flexible in their use.
discovered alien abandoned planets can be fun grab baskets. they are random in their attributes, and can be powerful hybrid planets. imagine resource millitary planets, or millitary commerce planets, turning the owner into the local arms dealer for their allies. or they may just bare gifts and are simply barren planets yet to have their type of industry established. these planets are all over the spectrum and can make great Capital worlds, the largest being specialized in all aspects of planetary awesomeness. getting in one of that caliber would obviously entail war at some point, as everyone is going to want a piece of the pie.
planets that are successfully invaded are procedural in whats left standing. sometimes nothing is left but a pile of rubble (still good for recycling though), while some structure may be left standing. any planetary defense structures often don't survive.
lastly, planets with defense weapons installed can support fleets close in orbit, good for safe havens during war time, although the support they give depends on the weapons. missile installations are great for small ships, and swarming single medium and weakened large ships. while more desirable Anti Capital Thumper guns can take large ships straight out of orbit, but are not reliable against medium ships, and useless against small ships. The perfect Fleet Support Planet would have no room left after planetary defensive weapons are installed. the rarest of these weapons would have to be Beam weapons, AOE nukes, and planetary flak guns (abandoned planets and high tech development), but are very hungry power or ammo wise (or both).
also for reference:
http://www.youtube.com/watch?v=UN8YIR60Ij0
those are my ideas for planets, let me know what you guys think
first off, how to obtain them? for starters, i think there should be random barren planets. these may seem boring at first, but they are easily and readily available to any faction or the player with the proper resources. I think the player should also be able to invade planets they see as desirable (although this would be a monumentally difficult task). Another way a player could be able to obtain a planet is from a faction that considers them a dear ally. if they are friendly enough with a given faction, they can be offered planets for purchase (selling sovereignty, essentially, for those eve fanatics out there), or the player can offer to buy one from the faction. Although very expensive, this comes with the opportunity of a preconstructed planet in perfect condition. No destroyed structures from an invasion, and no need to build up an infrastructure of a a barren planet. the secondary cost to this benefit is that the planet is already set in its Type (I'll go over that suggestion shortly). you can also find rare (and i mean RARE) Relic planets, with special infrastructure, technology, and/or resources/ships, the rewards vary, but all you need do is move in. these relic planets are abandoned planets of some ancient space faring civilization, and are full of surprises (automated planetary defense systems anyone?).
as for owning planets, i think planets could be built into certain categories. barren planets, and conquered planets can be built into one of three categories: Resource Planets, Commerce Planets, and Military Planets. These planets specialize in their field, but can have installations of any kind, for instance building planetary defense guns (think Hoth and star-wars) and then installing them on your resource planets. or adding a commerce hub to a resource planet to sell its excess goods, etc. but to have these hybrid setups, the player will need to produce them from their original planet types.
Resource planets are good for resource gathering, and have decent ship production abilities.
commerce planets are cash cows, they buy and sell goods, and they are also good sources for hiring your own pilots. very low manufacturing abilities.
Millitary planets are great in all forms of production, but cannot harvest resources, they are hungry, but can build fleets, offensive tech, research tech, and planetary defense tech. imagine one planet used only for ship production, another for mainly research mounted with defense guns. they are obviously poor in selling anything, are very flexible in their use.
discovered alien abandoned planets can be fun grab baskets. they are random in their attributes, and can be powerful hybrid planets. imagine resource millitary planets, or millitary commerce planets, turning the owner into the local arms dealer for their allies. or they may just bare gifts and are simply barren planets yet to have their type of industry established. these planets are all over the spectrum and can make great Capital worlds, the largest being specialized in all aspects of planetary awesomeness. getting in one of that caliber would obviously entail war at some point, as everyone is going to want a piece of the pie.
planets that are successfully invaded are procedural in whats left standing. sometimes nothing is left but a pile of rubble (still good for recycling though), while some structure may be left standing. any planetary defense structures often don't survive.
lastly, planets with defense weapons installed can support fleets close in orbit, good for safe havens during war time, although the support they give depends on the weapons. missile installations are great for small ships, and swarming single medium and weakened large ships. while more desirable Anti Capital Thumper guns can take large ships straight out of orbit, but are not reliable against medium ships, and useless against small ships. The perfect Fleet Support Planet would have no room left after planetary defensive weapons are installed. the rarest of these weapons would have to be Beam weapons, AOE nukes, and planetary flak guns (abandoned planets and high tech development), but are very hungry power or ammo wise (or both).
also for reference:
http://www.youtube.com/watch?v=UN8YIR60Ij0
those are my ideas for planets, let me know what you guys think