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Rockafella

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Everything posted by Rockafella

  1. I think from a gameplay persepctive, respawning nodes etc. could prove tricky as they have the potential to interact and cause problems with existing constructs on the tile where as the passive solution i proposed would simply involve generating values for all existing tiles and the creation of a module that pulls ores based on those values. A small edit to the territory scanner so it pulls and displays those values would also be needed and obviously balance would need to be taken into consideration and tweaked over time as not to drastically effect the economy or disencourage people from mining the physical nodes generated in each tile. I think this system would give the little guy a reason to log in and empty his containers, refuel his mining rigs, transport ores between planets etc.
  2. Its clear at this point that a static deep core mining module should be introduced that gives a small but constant stream of ores based on individual tile properties but requires fuel to keep it running. The territory scanner should give 2 sets of results. Shallow ore contents and Deep ore contents. An example of a deep ore scan on Alioth would be 33% Hematite, 28% Coal, 17% Quartz, 15% Bauxite , 5% Malachite, 2% Limestone. These values would vary from tile to tile. The amount of modules a user can place would be limited by skills. The time in which the ore is generated (mining cycle) would also be affected by skills. The module can only be placed in a static core build area. The module would be required to be linked to a container. If the container is full, the next mining cycle would not generate ores. I feel this would bring added value in placing and claiming territory. It would also give added value and achievement to those who manage reach and claim territory on planets with higher tier ores. It would create content when planet based PVP is introduced as orgs might choose to go to war over tiles which produce an unusually high amount of high value ores. Feedback welcome.
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