Author Topic: home command specials  (Read 1423 times)

rubikscube

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home command specials
« on: April 26, 2010, 09:16:58 pm »

Part 1

Just as the ai has a core command station, we could get a huge bonus by having a special ship ai doesn't( not warheads :P)

I imagine on your command station, you would have a core( or home) space dock that builds 10 % faster ( but of course useless against far from front lines, which will not infect people from building in the front lines)

You would also have a special bonus on deploying turrets

You will get a fast deploying starship constructor,

You will get efficient things

My point is, your home command station is special, you should on THAT planet only, get super awesome bonuses to help you start your economy and your take over the world,

Part 2,

When i think of a MARK 3 COMMAND STATION i don't thing of a pitty full more resources, i actually want more bonuses for that planet( see part 1) but not as awesome as home

It will change planet priorities by a lot since you get more special things


Part 3

As in part 2 and part 1, i said i want fast deploying things for the threat, i imagine a mark 3 command station building bonuses, mark 2 colony ship that builds faster (MAKE THIS NAO!), mark 2 mobile builder with bonuses too



free for criticizing, as i want super cool bonuses on planets we love and cannot lose. ( perhaps even restricting the build of things without the use of mark 3 command station such as hbc (heavy beam cannon)

Offline x4000

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Re: home command specials
« Reply #1 on: April 26, 2010, 09:19:22 pm »
Fast-deploying stuff is highly unlikely.  Why?  Because that's counter to the design of the game -- it lets you just do whatever, and then react to threat instantly when needed.  The current model makes you plan ahead, and that's not something likely to change.
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rubikscube

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Re: home command specials
« Reply #2 on: April 26, 2010, 09:22:50 pm »
Real examples include (FREE FOR TWEAKING, NO MEANS FOR REAL USE)

Home command station: you get wormhole times 10 of each turret that is unique that deploys instantly, it will have a attack bonus of 1.10 ( still free for tweaking) cannot build more than that number and only with in wormholes( kinda like your own core turrets)

Space dock builds 1.1 ( i love 1.1, don't you?) faster with 1.1 efficiency( that makes it cost 9/10 of the original cost) ( though this on sounds stupid kinda)

As i like to build starship for sure on my home command station, you get a half building time star ship constructor and produces star ships  at the speed of 1.1

New unit : fast deploying( 0.00001 second delay) turrets in case of emergency that costs some more

a lot more such as things that you can think of

rubikscube

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Re: home command specials
« Reply #3 on: April 26, 2010, 09:23:12 pm »
k sorry nvm

rubikscube

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Re: home command specials
« Reply #4 on: April 26, 2010, 09:23:32 pm »
but the other specials are worth thinking of

Offline x4000

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Re: home command specials
« Reply #5 on: April 26, 2010, 09:25:20 pm »
No need to apologize -- suggestions are always welcome.  I'm just explaining my thinking on certain classes of ships and mechanics, etc.  Also, we're not really adding vast new quantities of ships at the moment, so you may want to consider logging suggestions in the suggestions part of the forum, so that they can be discussed and then potentially added in the next big push (expansion or otherwise), for instance.  And of course in the meantime, nominating ideas you particularly like for the community DLC poll, too.
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Offline ShadowOTE

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Re: home command specials
« Reply #6 on: April 26, 2010, 09:28:44 pm »
Engineers are designed to speed up build times. Not sure if they reduce overall costs though.

Offline RCIX

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Re: home command specials
« Reply #7 on: April 26, 2010, 10:18:44 pm »
I get what he's saying, and he basically wants there to be rewards for having higher level command stations. I do rather like a limited ability to insta-deploy turrets, not unlke my minutemen suggestion a while back. +1!
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Offline x4000

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Re: home command specials
« Reply #8 on: April 26, 2010, 10:32:21 pm »
Engineers are designed to speed up build times. Not sure if they reduce overall costs though.

They don't reduce costs -- actually, if you think of the energy cost of them, they increase the total cost.  And there are a finite number of them, and so on and so forth.  Having special buildings that build faster, etc, has been discussed for a while, but I just don't find that an exciting idea, really.

I get what he's saying, and he basically wants there to be rewards for having higher level command stations. I do rather like a limited ability to insta-deploy turrets, not unlke my minutemen suggestion a while back. +1!

The higher level command stations are unlikely to change, as they are simply economic-focused (aside from more health, etc).  If they were more awesome in other ways, they'd be an absolute no-brainer.  That said, in the future, it is planned to do more stuff like the Warp Jammer command station, so that you can get other special abilities by planet if you want to unlock them (costing knowledge), and if you want to forgo some/all income advantages on that planet from your command station, depending on how good the ability is.  Warp Jammer gives a negative energy flow, which is unusual, but I would think that most other of the specialized command stations would just produce reduced income or the same as Mark I command stations, depending. 

Eventually I'd like to have as many sorts of command stations as you do starships, with perhaps more 3-4 "always available" types from the start, again as with starships.

Something like minutemen or similar for worlds with a specific command station might be interesting, but that's different from what I understood from the OP.
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Offline ShadowOTE

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Re: home command specials
« Reply #9 on: April 26, 2010, 10:35:27 pm »
I like the concept of "minutemen" ships. Perhaps that orbital could slowly generate the ships similar to the Hive golem. Players could unleash them, or once the station takes damage they are released, but they only last a limited amount of time - no crystal or metal cost, so no batteries ;)

Offline x4000

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Re: home command specials
« Reply #10 on: April 26, 2010, 10:39:45 pm »
I like the concept of "minutemen" ships. Perhaps that orbital could slowly generate the ships similar to the Hive golem. Players could unleash them, or once the station takes damage they are released, but they only last a limited amount of time - no crystal or metal cost, so no batteries ;)

Yep, something along those lines would be great, actually.
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Offline RCIX

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Re: home command specials
« Reply #11 on: April 26, 2010, 11:48:14 pm »
Engineers are designed to speed up build times. Not sure if they reduce overall costs though.

They don't reduce costs -- actually, if you think of the energy cost of them, they increase the total cost.  And there are a finite number of them, and so on and so forth.  Having special buildings that build faster, etc, has been discussed for a while, but I just don't find that an exciting idea, really.

I get what he's saying, and he basically wants there to be rewards for having higher level command stations. I do rather like a limited ability to insta-deploy turrets, not unlke my minutemen suggestion a while back. +1!

The higher level command stations are unlikely to change, as they are simply economic-focused (aside from more health, etc).  If they were more awesome in other ways, they'd be an absolute no-brainer.  That said, in the future, it is planned to do more stuff like the Warp Jammer command station, so that you can get other special abilities by planet if you want to unlock them (costing knowledge), and if you want to forgo some/all income advantages on that planet from your command station, depending on how good the ability is.  Warp Jammer gives a negative energy flow, which is unusual, but I would think that most other of the specialized command stations would just produce reduced income or the same as Mark I command stations, depending. 

Eventually I'd like to have as many sorts of command stations as you do starships, with perhaps more 3-4 "always available" types from the start, again as with starships.

Something like minutemen or similar for worlds with a specific command station might be interesting, but that's different from what I understood from the OP.

*looks into crystal ball*
It's very hazy... However, i see something, it's a fleet of command stations! All types all sizes all costs all features. As many as 10 types. I also see an overhaul of turrets, and they are broken down into special types and given along with fleet ships. I also see a vague label that says something about a second expansion...

Ahem. That crystal ball has never been reliable ;)
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Offline x4000

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Re: home command specials
« Reply #12 on: April 26, 2010, 11:56:23 pm »
It's pretty good on most of that.  But, having turrets being given out like fleet ships probably won't happen.  We'll see, but it's not on the agenda to give any other ships other than fleet ships in that fleet ship fashion at the moment.
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Offline keith.lamothe

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Re: home command specials
« Reply #13 on: April 27, 2010, 10:05:04 pm »
Well, modules for command stations won a poll recently and are planned in some capacity, but what exactly they can do without breaking some other principle remains to be seen :)
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