Forums » Suggestions
Overhaul of powercell system.
The current Powercell mechanism is too simplistic. Is it a problem? Not necessarily. However, I believe there is a lot of room for huge improvement, which will significantly transform the player experience, in-game politics, and general game quality.
I'll try to keep it brief.
1. Powercells should be manufacturable from atleast 2 to 3 ores.
Ores should be relatively challenging to find, but not challenging like sammic.
Ores that are required should be sporadically distributed among systems. If Serco's space has dominantly ore A, then Itan's space should has dominantly ore B. Grey space should contain both. But, both ores shouldn’t be present in a single system. There shouldn’t be any of those ores in atleast one adjacent system. This is to create constant management of logistics, thus further increasing player interaction.
2. Powercells should act like fuel, not like a source of unlimited free energy.
For this, a form of limit can be introduced. Per certain amount of ore, a certain amount of fuel can be manufactured. For example, with x amount of A and y amount of B, 1 hour worth of flying energy can be manufactured. Lets suppose it'll be expressed as 1E.
3. To increase efficiency per resource, different types of powerplants have to be manufactured. One can manufacture 1E in nations' stations, but that's not efficient nor profitable enough in the long run. A guild can build much more superior powerplant for increased efficiency.
4. Last but not least, integrate the system with dynamic economy.
The chain may look like this: Extracting ores- manufacturing in stations/powerstation- selling in stations or player market.
Pros:
All of these create group work, job opportunities, opportunities to freelance for solo player base.
Make death expensive and thus the experience more intense.
Spice up guild dynamics.
One group of players can influence the whole galaxy.
War will have more visible effects.
I'll try to keep it brief.
1. Powercells should be manufacturable from atleast 2 to 3 ores.
Ores should be relatively challenging to find, but not challenging like sammic.
Ores that are required should be sporadically distributed among systems. If Serco's space has dominantly ore A, then Itan's space should has dominantly ore B. Grey space should contain both. But, both ores shouldn’t be present in a single system. There shouldn’t be any of those ores in atleast one adjacent system. This is to create constant management of logistics, thus further increasing player interaction.
2. Powercells should act like fuel, not like a source of unlimited free energy.
For this, a form of limit can be introduced. Per certain amount of ore, a certain amount of fuel can be manufactured. For example, with x amount of A and y amount of B, 1 hour worth of flying energy can be manufactured. Lets suppose it'll be expressed as 1E.
3. To increase efficiency per resource, different types of powerplants have to be manufactured. One can manufacture 1E in nations' stations, but that's not efficient nor profitable enough in the long run. A guild can build much more superior powerplant for increased efficiency.
4. Last but not least, integrate the system with dynamic economy.
The chain may look like this: Extracting ores- manufacturing in stations/powerstation- selling in stations or player market.
Pros:
All of these create group work, job opportunities, opportunities to freelance for solo player base.
Make death expensive and thus the experience more intense.
Spice up guild dynamics.
One group of players can influence the whole galaxy.
War will have more visible effects.
While I agree that there should be changes to powercells (I've written a couple suggestions about this). I think that your ideas might create a situation that takes too much away from playing the game and adds too much to the micromanagement of the game. Further, I don't think that your ideas add enough to offset the perceived negatives inherent in your suggestion.
I fully agree that more player interaction is a good thing. I agree that powercells (and other equipment) could have changes made to them that should necessitate manufacturing.
1. Powercells should be manufacturable...
I agree with this as stated above.
... from atleast 2 to 3 ores.
I don't have any specific argument with this, though ultimately I think the fine details of the necessary resources should be left for later.
This is to create constant management of logistics, thus further increasing player interaction.
Here is where I have a problem. If people have to constantly be building powercells, this is going to only add tedium to the game. What is going to offset this negative change? Instead of fostering a booming player-to-player market, I think it might drive people to pursue less risk.
2. Powercells should act like fuel, not like a source of unlimited free energy.
For this, a form of limit can be introduced. Per certain amount of ore, a certain amount of fuel can be manufactured.
This is a hard no for me. I agree that some things should have limited resources that need to be managed, but a power source that can run out is not something we should have to be thinking about. What happens if you forget to replenish your fuel? Remember that you need to manufacture fuel per your suggestion. Once again, this is a negative change. What positive gain would there be to offset this?
A guild can build much more superior powerplant for increased efficiency.
Incarnate has said more than once that, "I don't like to make too much stuff that's guild-exclusive, or things that give huge inherent guild advantages."[1] I feel this would fall into that category.
Pros:
Make death expensive and thus the experience more intense.
I agree that there should be some consequences to death, beyond losing a few credits. The added tedium in replenishing powercells and fuel makes combat decidedly less fun, and is more likely to stifle desire for combat.
One group of players can influence the whole galaxy.
Why is this a pro?
In my opinion these two pros should be classified as cons. within the existing framework and experiences in the game.
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Tweaks
Working with the suggestion as written...
What if fuel provided some sort of bonus on top of the basic function of a powercell? This could be increased speed (not a lot of room to work here), faster energy recharge, or something else? This would provide purpose without detracting from some of the mechanics that people love. Additionally, running out of fuel won't hamper the player's ability to continue playing.
What if more efficient powercells/fuel were manufactured at conquerable stations? This would allow anyone to have access to manufacturing more efficient powercells. It would also create a way for players to limit access as well, if so inclined.
I fully agree that more player interaction is a good thing. I agree that powercells (and other equipment) could have changes made to them that should necessitate manufacturing.
1. Powercells should be manufacturable...
I agree with this as stated above.
... from atleast 2 to 3 ores.
I don't have any specific argument with this, though ultimately I think the fine details of the necessary resources should be left for later.
This is to create constant management of logistics, thus further increasing player interaction.
Here is where I have a problem. If people have to constantly be building powercells, this is going to only add tedium to the game. What is going to offset this negative change? Instead of fostering a booming player-to-player market, I think it might drive people to pursue less risk.
2. Powercells should act like fuel, not like a source of unlimited free energy.
For this, a form of limit can be introduced. Per certain amount of ore, a certain amount of fuel can be manufactured.
This is a hard no for me. I agree that some things should have limited resources that need to be managed, but a power source that can run out is not something we should have to be thinking about. What happens if you forget to replenish your fuel? Remember that you need to manufacture fuel per your suggestion. Once again, this is a negative change. What positive gain would there be to offset this?
A guild can build much more superior powerplant for increased efficiency.
Incarnate has said more than once that, "I don't like to make too much stuff that's guild-exclusive, or things that give huge inherent guild advantages."[1] I feel this would fall into that category.
Pros:
Make death expensive and thus the experience more intense.
I agree that there should be some consequences to death, beyond losing a few credits. The added tedium in replenishing powercells and fuel makes combat decidedly less fun, and is more likely to stifle desire for combat.
One group of players can influence the whole galaxy.
Why is this a pro?
In my opinion these two pros should be classified as cons. within the existing framework and experiences in the game.
----------------------------------------------------------------------------------
Tweaks
Working with the suggestion as written...
What if fuel provided some sort of bonus on top of the basic function of a powercell? This could be increased speed (not a lot of room to work here), faster energy recharge, or something else? This would provide purpose without detracting from some of the mechanics that people love. Additionally, running out of fuel won't hamper the player's ability to continue playing.
What if more efficient powercells/fuel were manufactured at conquerable stations? This would allow anyone to have access to manufacturing more efficient powercells. It would also create a way for players to limit access as well, if so inclined.