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Universe rebuild idea


chipde

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Here's an idea from me about the solar system/player interaction/market, even if NQ won't read it anyway.
 

The graphic below is for visual clarification only. The planets should of course not be arranged exactly symmetrically.

universe.png.ec3ef4a2634f062956e8a92ecad0c5ca.png

 

 

 

 

 

 

 

 

 

 

 

 

 

 

At the edge of the solar system are three starting planets (green). These have similar distances to the center and to each other. All T1 and T2 ores are found here. The planets are save zones, so no PvP.

Players spawn on these planets randomly (optionally with the ability to spawn on the same planet as a specific other player) considering an even distribution across all planets. Why three launch planets? I'll get to that below.

 

Each starting planet has 1-3 moons (orange). On these moons are T3 ores. But the moons of a starting planet can have a maximum of two T3 types in total.
 

As an example:

Starting planet Alpha - 2 moons - Garnierite + Petalite
Starting Planet Beta - 1 moon - Petalite + Pyrite
Starting planet Delta - 3 moons - Pyrite + Ancanthite

The moons are not a save zone based on the "Risk and Reward" principle.

 

There are four other planets (red) in the center of the solar system. Each of these planets each have a T4 and T5 unique ore and are therefore of particular endgame interest and cause to fight for. The “Risk and Reward” principle also applies here.

Now for the justification of the three starting planets and the distribution of the ores (by the way, schematics are non-existent in the whole concept). First of all, new players have the opportunity to get to know the game on the starting planet and to familiarize themselves with the possibilities. Players who don't feel like PvP can build and produce in peace and quiet as they want.

Before the outcry “The markets without schematics are collapsing”, I ask you to read on.

After a new player on the planet becomes familiar with the first things, they can move on to the next step of discovery, the moons. The moons now offer the possibility to get the T3 ores, since there is no safe zone, to make the first small PvP experiences and to familiarize yourself with space flight in general.

The last level, both from ore and from PvP, are the inner planets, where you shouldn't get far without organization.

But what does this whole construct bring to the markets and player interaction?

Everything above T2 requires ores that come from increasingly risky areas and need to be transported accordingly. The routes of the T3 ores between the starting planets are still relatively safe, but the ores/products still have to be transported. A product can be easily produced on one starting planet since the moon has the ore needed than on another. As a result, there is a price difference not only between markets on the same planet, but also between the starting planets as such. By distributing new players as evenly as possible on the planets, at least the centralization on one main planet can be counteracted.

 

The planets in the center are likely to be destroyed as a result of the fighting and there will therefore be a demand for new components and ships, which in turn will be bought from the starting planets. Organizations will set up bases on the hub planets to secure their claim to various ore deposits and this will again lead to the transport of materials from the starting planets to the hub and of ores from the hub to the starting planets for greater profit.

In order to make this framework, in this form, functional, several more points are necessary:

 

- Schematics must be removed, these prevent both an easy start and a generally fun industrial gameplay (the statement that everyone can then build anything is correct, BUT only if they can afford to buy the raw materials or expose themselves to the risk of the to fetch all the necessary raw materials yourself.)

- The combat system needs to be revised, e.g. reduce the combat distance

- Territories on the inner planets must be able to be conquered.

- Bot orders for end products not for ores and only depending on the amount of quantas currently in circulation

- Territory Tax only on the starting planets and not otherwise. To motivate organizations to settle outside of the safe area as well, which in turn leads to transport flights/PvP etc. Remember, the T1 and T2 ores are only found on the starting planets.

 

- A large ring of asteroids around the four central planets which may contain T3,T4 and T5 ores. The asteroids spawn daily. Prevents an organization from completely cutting off access to an ore for all others, but is not as profitable as mining directly on a moon/planet.

- There needs to be an easy way to stop ships that are in warp. Otherwise, the Risk and Reward approach does not apply to transport/general flights.

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14 hours ago, chipde said:

There are four other planets (red) in the center of the solar system. Each of these planets each have a T4 and T5 unique ore and are therefore of particular endgame interest and cause to fight for. The “Risk and Reward” principle also applies here

 

This is a MMO, there is no "endgame" in a MMO. DU is not about conflict, combat and "cause to fight for" are not goals to achieve. A reason to fight should grow into the world organically, as players settle and move around.

 

You are basically setting up/describing a thempark style game where you start at X and are expected to end up doing Y to achieve Z

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That's not true, what is described here is exactly what e.g. EvE Online does and which I've been playing for years. No economy can exist without a structure to guarantee that raw materials are continuously needed. And you have an extinct game as it is now.

 

You always have an endgame if there is an end regardless of whether it is a resource tier, research, etc. Regardless of sandbox or not. It's in the nature of the player.

 

And the only way that leads to the need for resources is to remove the End-Products from the game. Option one is war, option two is wear and tear.

 

And war are one core element from DU.

Edited by chipde
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On 7/14/2022 at 12:06 PM, Jake Arver said:

This is a MMO, there is no "endgame" in a MMO. DU is not about conflict, combat and "cause to fight for" are not goals to achieve. A reason to fight should grow into the world organically, as players settle and move around.


What you mean is not an mmo where just many real players can see each other in the same game and interact with each other if they want (but don't have to) but rather a sandbox.
Whereas even in sandbox games there is already overlap if there are goals there or the players can do what they want per se.

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That’s a lot of effort to waste on a forum post that will have zero influence, sir. But if you have the spare time, more power to you. 


I have said this before but there is clearly zero point in writing pie in the sky wishes in these forums with any expectation of change. 

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