The Satellite
Posted: Wed Jan 22, 2014 10:19 pm
Hi, first post on the forum, and would start by saying that I just love this game.
NB: English is not my first language, so BEAR with me.
But while the game is very deep, I do think it needs some width. As I'm a re-starter (not only in this game, but almost all games) I tend to do the same things over and over. Therefore I started to think of additional content that I thought would fit the game. So the game is about building a factory on a hostile planet, to prep for the rest of earths forces.
Also, I thought that it would be great to have some sort of project for the player to build on, instead of an ever expanding factory of "more-of-the-same".
So my idea is for the player to work on a satellite orbiting the planet.
1st) Build a launch platform for a space rocket (expensive in raw materials).
2nd) Build a space rocket (requires fuel from the coming oil-update)
3rd) Build a satelite module (expensive in science packs and solar panels)
4th) Launch satelite.
Onwards) Build and launch additioanl rockets and modules to enhance the satelite.
Use))
The satellite charge up energy which can be used by the different modules the player adds later.
=== Effect Modules ===
Modules that adds a usable ability to the satellite
Scan Module)
Energy cost: cheap
From the world map, the player choose to reveal an area of 5x5 chunks.
Additional copies of this module increase the area by one chunk in each direction.
Heat Ray)
Energy cost: expensive
From the world map, target a 5x5 chunk area. Slowly convert coast areas to land, and remove (burn) trees in the selected area.
Additional copies of this module increase the area by one chunk in each direction.
Drone AI Module)
Energy cost: cheap
From the world map, select a 5x5 chunk area. Drones in the area move 30% faster for X minutes.
Additional copies of this module increase the area by one chunk in each direction.
Geomagnetic Array)
Energy cost: expensive
From the world map, select a 5x5 chunk area. Reveal any "hidden" mineral patches in an area.
IN EFFECT: low chance to spawn a new mineral field, but not if the area have already been "searched before".
Additional copies of this module increase the area by one chunk in each direction.
Target Lock)
Energy cost: cheap
From the world map, select a 1x1 chunk area. The closet CRUISE MISSILE build by the player, will strike that, or near that chunk.
Additional copies of this module will increase the chance of hitting the selected chunk.
CRUISE MISSILES: Require a new building, that must then be loaded with a space rocket and some explovsive rockets.
OR the cruise missile could be mounted on a vehicle (the car or a truck), instead of/in addition to a new building.
The cruise missile should be some "ultimate weapon" for those of us who would like to focus more on building, than on personal combat.
Beamed Power Module)
Energy cost: none - always in effect
Connect all electric networks that contain an ORBITAL ENERGY RELAY.
Only one module allowed.
ORBITAL ENERGY RELAY: A new building, which also works as a substation.
Tactical Module)
Energy cost: cheap
From the world map, select a 5x5 chunk area. All turrets in the area deal an additional 20% damage.
Additional copies of this module increase the area by one chunk in each direction.
=== Upgrade Modules ===
Expanded Solar Module)
Each such module increase energy generation.
Battery Module)
Increase maximum stored energy. One is required to use any "expensive" ability.
Multiple battery modules increase storage again.
FTL Communicator)
Earth forces will not arrive before you can call them on this FTLC.
(FTL = Faster than light)
=== REPAIR MODULE ===
NB: Thoughs in progress on this one. Works as a resource sink by adding upkeep.
Over time the satellite takes damage. The more modules it have, the faster it will take damage.
With zero health left, the satellite will be destroyed, and the player must start over on building it.
Repair modules fully repairs the satellite, thous creating an intensive to repair it as late as possible.
After having added a handfull of modules, players may find it nessecery to automate the construction of repair modules and space rockets, and create a launch schedule via the launch pad building.
Ofcource the fueling of space rockets at the pad (they can only be fueled at the pad) may require the player to build another pad, for launching other modules.
=== OTHER ===
DONT build the launch pad close to your factory, as nearby building will take damage during launch.
MODULES and SPACE ROCKETS can only be transported by rail, and require a special train cart. The cart has a train, to load the rocket from a assembling machine, and onto itself. It will also place the stuff on the launch pad. The launch pad conects to pipes, in order to receive fuel.
Aliens just loves to attack launch pads, and each launch generates ALOT of pollution.
=== FINAL ===
Know that this is not some minor addition, but the thoughts were there, so might as well post em. Hope to get some comments on this.
NB: Havent put much though into it balance wise, mostly concept.
NB: English is not my first language, so BEAR with me.
But while the game is very deep, I do think it needs some width. As I'm a re-starter (not only in this game, but almost all games) I tend to do the same things over and over. Therefore I started to think of additional content that I thought would fit the game. So the game is about building a factory on a hostile planet, to prep for the rest of earths forces.
Also, I thought that it would be great to have some sort of project for the player to build on, instead of an ever expanding factory of "more-of-the-same".
So my idea is for the player to work on a satellite orbiting the planet.
1st) Build a launch platform for a space rocket (expensive in raw materials).
2nd) Build a space rocket (requires fuel from the coming oil-update)
3rd) Build a satelite module (expensive in science packs and solar panels)
4th) Launch satelite.
Onwards) Build and launch additioanl rockets and modules to enhance the satelite.
Use))
The satellite charge up energy which can be used by the different modules the player adds later.
=== Effect Modules ===
Modules that adds a usable ability to the satellite
Scan Module)
Energy cost: cheap
From the world map, the player choose to reveal an area of 5x5 chunks.
Additional copies of this module increase the area by one chunk in each direction.
Heat Ray)
Energy cost: expensive
From the world map, target a 5x5 chunk area. Slowly convert coast areas to land, and remove (burn) trees in the selected area.
Additional copies of this module increase the area by one chunk in each direction.
Drone AI Module)
Energy cost: cheap
From the world map, select a 5x5 chunk area. Drones in the area move 30% faster for X minutes.
Additional copies of this module increase the area by one chunk in each direction.
Geomagnetic Array)
Energy cost: expensive
From the world map, select a 5x5 chunk area. Reveal any "hidden" mineral patches in an area.
IN EFFECT: low chance to spawn a new mineral field, but not if the area have already been "searched before".
Additional copies of this module increase the area by one chunk in each direction.
Target Lock)
Energy cost: cheap
From the world map, select a 1x1 chunk area. The closet CRUISE MISSILE build by the player, will strike that, or near that chunk.
Additional copies of this module will increase the chance of hitting the selected chunk.
CRUISE MISSILES: Require a new building, that must then be loaded with a space rocket and some explovsive rockets.
OR the cruise missile could be mounted on a vehicle (the car or a truck), instead of/in addition to a new building.
The cruise missile should be some "ultimate weapon" for those of us who would like to focus more on building, than on personal combat.
Beamed Power Module)
Energy cost: none - always in effect
Connect all electric networks that contain an ORBITAL ENERGY RELAY.
Only one module allowed.
ORBITAL ENERGY RELAY: A new building, which also works as a substation.
Tactical Module)
Energy cost: cheap
From the world map, select a 5x5 chunk area. All turrets in the area deal an additional 20% damage.
Additional copies of this module increase the area by one chunk in each direction.
=== Upgrade Modules ===
Expanded Solar Module)
Each such module increase energy generation.
Battery Module)
Increase maximum stored energy. One is required to use any "expensive" ability.
Multiple battery modules increase storage again.
FTL Communicator)
Earth forces will not arrive before you can call them on this FTLC.
(FTL = Faster than light)
=== REPAIR MODULE ===
NB: Thoughs in progress on this one. Works as a resource sink by adding upkeep.
Over time the satellite takes damage. The more modules it have, the faster it will take damage.
With zero health left, the satellite will be destroyed, and the player must start over on building it.
Repair modules fully repairs the satellite, thous creating an intensive to repair it as late as possible.
After having added a handfull of modules, players may find it nessecery to automate the construction of repair modules and space rockets, and create a launch schedule via the launch pad building.
Ofcource the fueling of space rockets at the pad (they can only be fueled at the pad) may require the player to build another pad, for launching other modules.
=== OTHER ===
DONT build the launch pad close to your factory, as nearby building will take damage during launch.
MODULES and SPACE ROCKETS can only be transported by rail, and require a special train cart. The cart has a train, to load the rocket from a assembling machine, and onto itself. It will also place the stuff on the launch pad. The launch pad conects to pipes, in order to receive fuel.
Aliens just loves to attack launch pads, and each launch generates ALOT of pollution.
=== FINAL ===
Know that this is not some minor addition, but the thoughts were there, so might as well post em. Hope to get some comments on this.
NB: Havent put much though into it balance wise, mostly concept.