So i thought it would be cool to have new planetary resources on planets. heres a small list of ones that might be cool:
1. an artifact that slows all ships phase space jump speed away from the planet, not just your enemies.(could stack with your own jump destabilizer?)
2. pirates curse: a curse that scares pirates so much they wont raid that particular planet ever.
3. part planet: higher credit income from tourists, but ships only gain 90% of the normal experience in the gravity well due to people being drunk.
thoughts? suggestions?
Empath Aura - Increases diplomatic bonuses and relation gains from envoys in gravity well (faster for both parties).
Low Gravity Simulators - Capital ships start with more experience.
Dense Metal Alloys - Increases structures' armor rating.
Cryogenic Chambers - Planetary bombardment has reduced effect on population.
Repulsor Field - Enemy movement towards planet in the gravity well is significantly reduced.
Propaganda Satellites - Grants a boost to planet allegiance and friendly culture bonuses.
Symbiotic Lifeforms - Doubles population gains and losses.
Historical Archives - Reduces planet upgrade costs.
Quantum Encryption Protocols - Jams PSIDAR readings (jumps from this planet are invisible).
Holy Memorials - Reduced cost for civilian labs; increased cost for military labs.
Probably not all viable but this is really fun.
Some of those ideas are great (Cryogenic Chambers, Propaganda Satel, Historical Archives, ect.) but i don't think that the upgrades to the individual planet are the best idea. most (if not all) current artifacts give a empire-wide bonus. while some of the ideas above for a single planet arent bad, the idea that only one planet is effected, i think, decreases the value for owning an artifact. thoughts?
also, the artifacts that are already in game, are pretty powerfully. any added artifacts should be roughly the same, strength wise. i think that only the best three or tour ideas should be implemented because that way we wouldnt have 20 artifacts available but only 8 are on the map...thoughts???
Not all of these were intended as artefacts, spacepilot.
The planet specific ones were meant as planetary bonuses, like Heavy Falloff, which reduces population growth on a planet by 20%, and causes the player who just colonized the planet to seeth with anger for 5~10 minutes, depending on how high you have the anger management tree researched.
Not all of these were intended as artefacts, spacepilot.The planet specific ones were meant as planetary bonuses, like Heavy Falloff, which reduces population growth on a planet by 20%, and causes the player who just colonized the planet to seeth with anger for 5~10 minutes, depending on how high you have the anger management tree researched.
Thanks Mr. Haze,
that makes more sence...me and my stupid one eye!
I just wanted to be clear my idea is for planetary resources, NOT planetary artifacts. resources are like dense molten core, or penal colony, or media hub. things like that. I think that rather than having a set resource for a certain planet type, have it come from a random selection.
The variety probably is fine. I'm probably a little biased towards wacky powers just because I play Cosmic Encounter (love that game).
I definitely agree that the frequency of bonuses needs to be increased. I can probably count on one hand how many I've discovered with exploration. Paying and waiting to upgrade your planet and getting NOTHING is the opposite of fun (read: not). Exploration should give you something every time. A weak bonus, a cache of resources, flippin' lore about the planet or SOMETHING!
As a new Artifact you could have a Titan - an extra pre-cursor Titan discovered that immediately comes into play under your control at the system. What would be really kewl is if it looked like Space BattleShip Yamato
I made this thead about PLANETARY RESOURCES not artifacts guys. But, your suggestion does have merit. Maybe some kind of system defense forces that don't have phase drives.
rogue_ghost,It'd definitely be nice if planet bonuses got an overhaul, both in frequency and variety. The trick would be making them something worth the exploration necessary to discover them. Unless you're talking exclusively about ones discovered on scouting/colonization, not exploration? As is, they're really just some fluff you (uncommonly) see while looking for artifacts. This is a shame, as I really like the idea of planetary bonuses, and it'd be neat if certain worlds would have bonuses that could really tempt you to specialize it accordingly. Double trade revenue, +50% ship build speed, something very strong on a planetary level, but whose strength wouldn't unbalance the game on a galaxy level. I realize this isn't quite what you wanted discussed, but unless the strength and probability of planetary bonuses is adjusted first, I don't see there being much point in adding variety.A reference point, Galactic Civilizations 2. Individual planets could often have bonuses, sometimes insanely good ones (+600% to research for the planet, for example), and you'd have to be a fool to ignore it. This helped make you care about customizing individual planets, and gave it a feel deeper than "Oh, just another planet". But if you chose to ignore that bonus, you could still carry on the game without feeling penalized.
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