Popular Post Prefontaine Posted June 8, 2019 Popular Post Share Posted June 8, 2019 (edited) Over time there has been several occasions the idea of adding space based projects or improvements and so on to the game. Sheepy stated he wanted to add somewhere around a dozen projects to the game so this is an attempt to add what others have pitched to the game to what Sheepy is currently looking to add. Mind you This project is more of a gateway project to the other projects. There are 3 projects that may be rolled out with this project, with more possible down the road which is why this project does little by itself and is a gateway project. Space Program Cost:Cash: $40,000,000Uranium: 20,000Oil: 20,000Iron: 10,000Gasoline: 5,000Steel: 1,000Aluminum: 1,000 Effect: Grants access to space based projectsAdditional Effect: Increases income per turn by $100,000 (1.2M per day) Edited September 16, 2019 by Prefontaine 5 9 Quote Link to comment Share on other sites More sharing options...
Prefontaine Posted June 8, 2019 Author Share Posted June 8, 2019 (edited) Tie in projects:Military: Spy: Commerce: PLEASE LIMIT DISCUSSING THE TIE IN PROJECTS TO THE CORRESPONDING THREAD Edited June 8, 2019 by Prefontaine Quote Link to comment Share on other sites More sharing options...
丂ħ̧i̧₣ɫ̵γ͘ ̶™ Posted June 8, 2019 Share Posted June 8, 2019 >tfw no ayy lmao reference >Why can't we have an orbital MAC gun or Golden Eye space laser? >no Lunar Base Alpha Biodome for farming 1 Quote Link to comment Share on other sites More sharing options...
Guest Epi Posted June 8, 2019 Share Posted June 8, 2019 (edited) 1 Edited February 17, 2021 by Epi Quote Link to comment Share on other sites More sharing options...
Prefontaine Posted June 8, 2019 Author Share Posted June 8, 2019 1 minute ago, ?ϟħ̧i̧₣ɫ̵γ͘ ̶™? said: >tfw no ayy lmao reference >Why can't we have an orbital MAC gun or Golden Eye space laser? >no Lunar Base Alpha Biodome for farming Quote with more possible down the road Like I'd reveal the ayyliens right away. 1 Quote Link to comment Share on other sites More sharing options...
True King Posted June 8, 2019 Share Posted June 8, 2019 Would also like to planets or moons we can colonize & fight over. Turns could last different lengths on different worlds. Quote Link to comment Share on other sites More sharing options...
Zaxon Posted June 8, 2019 Share Posted June 8, 2019 31 minutes ago, Noctis Anarch Caelum said: Would also like to planets or moons we can colonize & fight over. Turns could last different lengths on different worlds. What about the space fleet ? lol 1 Quote Link to comment Share on other sites More sharing options...
Majima Goro Posted June 9, 2019 Share Posted June 9, 2019 What bout solar power plants in space Quote Link to comment Share on other sites More sharing options...
True King Posted June 9, 2019 Share Posted June 9, 2019 5 hours ago, Zaxon said: What about the space fleet ? lol Space Wars, making PnW Great Again. Quote Link to comment Share on other sites More sharing options...
Popular Post Sketchy Posted June 9, 2019 Popular Post Share Posted June 9, 2019 I do like the idea of a space program and subsequent upgrades but the ones suggested seem heavily skewed towards giving a large advantage to large nations atm. TBH, this would work better if the space program acted as an entirely separate mechanic from projects with its own requirements for upgrading. Create a new resource sink, let people invest resources to build and upgrade their space program, and then similar to "perks" suggested ages back, various upgrades could be used. The challenge is finding a way to make it so smaller nations can still stay competitive. It seems to me that allowing people to specialize the purpose of their space program, independent from projects, would remove some of the advantage. Add in a seperate tab, allow players to found their own space program for say, $50,000,000. Players would then need to build rockets, with resources, in order to launch the satellites into space. Players would also be able to use rockets to retrofit already launched sattelites into different types, allowing players to swap specialization at a cost. Give players a variety of different satellites to build with resources. Bonuses would be small, but multiple satellites of the same type would be deployable. For example: Surveillance Satellite: An eye in the sky, 2% reduced odds on enemy spy operation, 0.5% reduced crime in all cities. Telecommunications Satellite: 2% increase commerce per city, reduces city timer by 1 day. Nuclear Satellite: Stores 1 nuke for launch from space, safe from spies. Requires restocking via rocket. Missile Satellite: Stores 2 missiles for launch from space, safe from spies. Requires restocking via rocket. Meteorological Satellite: Predicts Weather patterns, increases food production by 2% in all cities, reduces disease by 1% in all cities. Military Communications Satellite: Covert communications, increases recruitment rate of troops by 2%. etc etc All players would have a total cap of 10 satellites launched in space at once. Any combination of satellites would be viable, allowing players to specialize. Rockets, unlike satellites would be destroyed upon use, requiring players to build new rockets when they want to change their satellites or launch a new one. Once a satellite is launched, it would be untouchable, BUT, players could use spies to spy away rockets and unlaunched satellites. Players would be able to build as many satellites as they like, but would be limited to one rocket per day, this means if players want to hotswap their satellites, they'll need to stockpile rockets. Rockets would be capped at 10 total. Both satellites and rockets would increase player score. This is close the advantage richer nations would have by being able to purchase them all. Unlaunched satellites would not contribute to score, only ones deployed in space already. 1 7 Quote Link to comment Share on other sites More sharing options...
MonkeyDLegend Posted June 9, 2019 Share Posted June 9, 2019 Those projects are too OP and would just make sure the class divide bigger. Quote Former Manager t$ and Director of R&D Former Director of Finance, Security in e$ Founder of The Prate Syndicate(test server) Link to comment Share on other sites More sharing options...
Sisyphus Posted June 9, 2019 Share Posted June 9, 2019 A project that opens up more options (space is cool - but the ocean isn't a bad concept either) and specializations would definitely be nice. Balancing them properly would be the real trick. Quote One must imagine Sisyphus happy. Link to comment Share on other sites More sharing options...
True King Posted June 10, 2019 Share Posted June 10, 2019 (edited) I think if a new resource were added, having mined off world and sent back would be an interesting way to do it. Also people could maybe have offshore banks on other planets; which would need to be raided there. Edited June 10, 2019 by Noctis Anarch Caelum Quote Link to comment Share on other sites More sharing options...
Zaxon Posted June 10, 2019 Share Posted June 10, 2019 On 6/9/2019 at 7:21 AM, Sketchy said: I do like the idea of a space program and subsequent upgrades but the ones suggested seem heavily skewed towards giving a large advantage to large nations atm. TBH, this would work better if the space program acted as an entirely separate mechanic from projects with its own requirements for upgrading. Create a new resource sink, let people invest resources to build and upgrade their space program, and then similar to "perks" suggested ages back, various upgrades could be used. The challenge is finding a way to make it so smaller nations can still stay competitive. It seems to me that allowing people to specialize the purpose of their space program, independent from projects, would remove some of the advantage. Add in a seperate tab, allow players to found their own space program for say, $50,000,000. Players would then need to build rockets, with resources, in order to launch the satellites into space. Players would also be able to use rockets to retrofit already launched sattelites into different types, allowing players to swap specialization at a cost. Give players a variety of different satellites to build with resources. Bonuses would be small, but multiple satellites of the same type would be deployable. For example: Surveillance Satellite: An eye in the sky, 2% reduced odds on enemy spy operation, 0.5% reduced crime in all cities. Telecommunications Satellite: 2% increase commerce per city, reduces city timer by 1 day. Nuclear Satellite: Stores 1 nuke for launch from space, safe from spies. Requires restocking via rocket. Missile Satellite: Stores 2 missiles for launch from space, safe from spies. Requires restocking via rocket. Meteorological Satellite: Predicts Weather patterns, increases food production by 2% in all cities, reduces disease by 1% in all cities. Military Communications Satellite: Covert communications, increases recruitment rate of troops by 2%. etc etc All players would have a total cap of 10 satellites launched in space at once. Any combination of satellites would be viable, allowing players to specialize. Rockets, unlike satellites would be destroyed upon use, requiring players to build new rockets when they want to change their satellites or launch a new one. Once a satellite is launched, it would be untouchable, BUT, players could use spies to spy away rockets and unlaunched satellites. Players would be able to build as many satellites as they like, but would be limited to one rocket per day, this means if players want to hotswap their satellites, they'll need to stockpile rockets. Rockets would be capped at 10 total. Both satellites and rockets would increase player score. This is close the advantage richer nations would have by being able to purchase them all. Unlaunched satellites would not contribute to score, only ones deployed in space already. I think this whole idea could be adjusted to be Alliance based projects with higher requirements and limit it to 2 at any one time so alliances would have to rotate projects during peace and war time. Quote Link to comment Share on other sites More sharing options...
Gatorcock Posted July 19, 2019 Share Posted July 19, 2019 (edited) On 6/10/2019 at 5:26 AM, Zaxon said: I think this whole idea could be adjusted to be Alliance based projects with higher requirements and limit it to 2 at any one time so alliances would have to rotate projects during peace and war time. Agreed, adding Sketchy's projects as alliance-wide perks sounds better, 2 seems to do the trick and changeable every 5 days like war policies? Edited July 19, 2019 by Gatorcock Quote Link to comment Share on other sites More sharing options...
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