GG's Starlog 1 - The Big Proposal

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GG Cannon
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GG's Starlog 1 - The Big Proposal

Post by GG Cannon » Fri Apr 19, 2019 8:42 am

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Entry Number: 1 - [Creation: 19/04/2019 || Last update: 25/04/2019]
                                               Not Over Yet
  • (Starbound + 1996's Master of Orion 2 inspired)
      -------------------------------------------------------------------------------------------------------------------------------------------------



After launching its first rocket, begin stage 2 of player's main single-player mission, finding home and reaching it & Unlocks a new MMO mode in the game and new space technology to research.

+Star System Map, Galaxy Map and Galaxy Cluster Map
2D Top View Procedurally generated star map and an even bigger galaxy cluster map for future space-bending tech for instant travel.
  • A 2D-Pixel procedurally generated star-map shows up with a circle around the recentely conquered planet where you can effectively land in any planet around any star within the reach of your rocket's fuel and propulsion's limitation 
     
    Image
     
    Image 
     
  • 2D Top View orbit view* of the star/planet/moon/satelitte/space rock orbits 

    Image 
     
    Image 
     
    Image
(IMPORTANT: Please, make the 2D star system and planets map inspired in the star map of the original Master of Orion II from 1996 <3)


+New rocket upgrades using the same system the armor inventory works, but with assigned slots for each part type.

+New MMO worldwide server multiplayer campaign mode
Each player starts at a random resource_1 planet the same way as single-player-campaign on the star map in any galaxy within the galaxy cluster**.
  • Character Customization Evergrowing races list to choose from with all races created by the community collectively with traits which affect gameplay created by a crowd-sourced community building method to create the races with limitations following a + & - RPG point system of racial traits which must have a sum of 0 similar to Master of Orion 2's custom race creation at game start
    Image
     
  • Wormholes & other Space-tech
    Cross unbelievable distances that need to be researched and its resource can't be found in resource_1 planets, requiring the player to colonize several planets and transport the resource from one planet to another or from land to space station or wherever the main factory and science station may be.
  • Genetic Manipulation Tech Tree and Tech (allows to change racial traits and character appearance but is really expensive in rare resources that are hard to find even with a few colonized planets.
  • Trading System and other Player-to-Player interactions such as a "Quantum Transmissions Infinite Range Instant SpaceWeb"
  • Friend/Foe/Neutral Status declaration + Area & SetTime Limited Building Rights at claimed property area in order to let several players
  • "Property" Status of Objects + Shared/Lent/Rent Property + Private Property Protection(Players who destroy or attack your property or other players get flagged temporarily as enemy units.
  • Can unbuild what is not your property but takes way longer and counts as an attack unless with permision.
  • Construction bots takes forever to unbuild other player's properties
  • Players can blueprint other player's creations freely
  • New Ground Scanner Satellite which fully reveals the planetary top view map
  • Player bot-behavior programming
    To avoid bot-hack programs, players can program their character themselves in a bot like behavior which the character will keep on fulfilling when the player is afk, offline or chooses to turn on bot-like behavior.
    Insectoids are way less active and aggressive while the player is AFK or off, but may still attack depending on its current "war" situation and the player's pollution values

+Custom Space Station building
Gives you a template for the shape of the exterior walls layer by layer for a fixed resource cost which can be customized in both exterior and interior shape with set limitations and requirements before launch which changes its resource costs and can be shared by string.
  • Automated Building Satellite & Automated Resource Management Station (ABS'n'ARMS System)
    Space Version of the Construction and Logistics bots in order to build stations and orbit-only space ships
+Over & Under building
Connected to the Station, as you need to go up and down the floors, the same can be applied to the planet's surface and affect and consider the terrain elevations
  • Stairs and elevators
  • New underground belting and pipes system
    Whenever you build an underground belt or underground pipe, view goes down one level as in layers of the map grid*** with the same happening for above levels
  • Keyboard command to go up and down one layer of grid in view in order to build ceilings or on higher/lower ground(as long as within reach****)
    underground energy wires + respective tech trees
  • Underground Insectoids and new deep-underground insectoid types that can surface when in extreme levels of pollution + underground hive expansions and connections
  • New Fall Mechanic + Fall Damage(Calculated by planet gravity) + Fall Damage Nullifier Tech
  • Flying Vehicles and Power Armor Jetpack + Flying Combat + Flying Insectoids
  • SpaceSuit (Super Resource Expensive Shipless Spaceflight Suit that is a Power Armor upgrade that can be used at most for closest stars proximity travel. Also counts as Jetpack when inside a planet and allows the player to jump any amount of layers while in combat.)
+Space Combat Technology
  • Robot army programming(&Earlier version for land bots) + short/middle/long range strike strategy planning similar to building planning + combat robot army quick selection of grouped troops + new long-range fast flying scout robots and space scouts.
    Radar close range detection alarms + alert range customization/programming + Space Sensors and ground telescopes.
    Debris Damage to ships + "Emergency Landing Protocols" that "drop-land" the ship in the closest planet to the player and has a % chance to drop the player and of the ship and far from its final drop location(protected by a "kinetic-nullifying and inertia stabilizing gel that melts after a while"
+Advanced Land & Space super long-range player programmable multi-purpose bots
Can basically do anything a player can do limited only by the unit's Memory & Storage Database size in matter of how complex an AdvBOT can be.

------------------------------------------------------------------------------------------------------------------------------------------------------

(*: There needs to be an "orbit seeding" protocol in case any future updates of the game want to add new planet resource levels that needs new planets to be added, man-made satellite, meteor fields, planet defense systems, space robots and stations, etc and needs their orbits to show)

(**: System needs to try to seed players starting planets in the same galaxy as long as there is room considering a reeeeally safe distance to any other player's colonized star systems)

(***: which particularly big objects can take more than one level of height and allows for the procedural generation of mountains and high ground terrain)

(****: One layer level height = 3 to 4 squares away || Height 0.33-0.25 object = 1 square of distance on the horizontal grid)

(WARNING: For the MMO Server, there needs to be a lot of effort employed towards cheat safety, cheat punishment, hack punishment and the ability to back-up any hacked player's inventory and any planet to any auto-saved moment in time to undo damages caused by an account-stealing hacker or possibly game-file editing hacker. It is forbidden to use game-files altering mods that can't be undone by the program while loading MMO Server files and punisheable as hacking for unlawful benefit.)

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Last edited by GG Cannon on Thu Apr 25, 2019 10:19 pm, edited 8 times in total.

Darinth
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Re: GG's Starlog 1 - The Big Proposal

Post by Darinth » Fri Apr 19, 2019 1:02 pm

So... I guess to be blunt: This is so far beyond factorio's gameplay that it has no chance of ever even being seriously considered. I mean... don't get me wrong... it looks kinda cool and I love me both some MoO and Starbound, but this just doesn't even come close to fitting what Factorio is.

These kinds of suggestions can be good when a game is early on in it's development cycle & still establishing it's 'identity', for lack of a better term. With Factorio approaching it's official 1.0 release, at this point any new, large systems (especially ones that fundamentally change the way that the game works) are simply infeasible.

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Re: GG's Starlog 1 - The Big Proposal

Post by GG Cannon » Fri Apr 19, 2019 5:37 pm

Darinth wrote:
Fri Apr 19, 2019 1:02 pm
So... I guess to be blunt: This is so far beyond factorio's gameplay that it has no chance of ever even being seriously considered. I mean... don't get me wrong... it looks kinda cool and I love me both some MoO and Starbound, but this just doesn't even come close to fitting what Factorio is.
How not? o.õ its literally expanding your factory to other planets for resource acquisition for your factory, in order to evolve your ship in a continuation of the main mission of the game, which is to build the rocket and leave the planet.

Extracting resources from other planets and moons is what we humans are gonna start doing with the moon and mars, so it fits quite well with Factorio's main theme of Industrial and Automated systems and the plot to try to go back to the players main world, which also fits the MMO suggestion where several players would have several different races and start each in a different planet they fell alone and start their Factory there, then expanding and trying to leave the planet and trying to reach their race's main planet.

I am not the best or most convincing person to claim this as I wrote the suggestions myself, but to me the idea to extract the resources from other planets and having a whole galaxy to explore in a game that is all about exploring, extracting, expanding, building and getting to space fits it like a glove.

The MMO bit is inspired on a video on YouTube where over 150 players played together in a single multiplayer game.
In this case, the Dev's could leave a way for friendly players starting at the same planet by using a time available string(so that both have to start about the exact same time) that puts both game-start at the same planet, which woooould also have the possibility of a fallout and war for the resources of that planet, which in my opinion is added fun but 2 people working together also makes things a lot easier, so not more than 2 or at least players having the same race having also the same "home planet" and final objective of the main mission (to reach home planet), which would be the point of the MMO game where you finally meet your friends and other players "for sure"(or at least more easily).

But it all fits in my opinion and that is all this is.
The theme and main objectives of the game, all quite perfectly.

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Re: GG's Starlog 1 - The Big Proposal

Post by PyroFire » Sun Nov 24, 2019 6:59 am

GG Cannon wrote:
Fri Apr 19, 2019 8:42 am


After launching its first rocket, begin stage 2 of player's main single-player mission, finding home and reaching it & Unlocks a new MMO mode in the game and new space technology to research.

+Star System Map, Galaxy Map and Galaxy Cluster Map
2D Top View Procedurally generated star map and an even bigger galaxy cluster map for future space-bending tech for instant travel.
  • A 2D-Pixel procedurally generated star-map shows up with a circle around the recentely conquered planet where you can effectively land in any planet around any star within the reach of your rocket's fuel and propulsion's limitation
  • 2D Top View orbit view* of the star/planet/moon/satelitte/space rock orbits
(IMPORTANT: Please, make the 2D star system and planets map inspired in the star map of the original Master of Orion II from 1996 <3)

+New rocket upgrades using the same system the armor inventory works, but with assigned slots for each part type.
Already been done: https://mods.factorio.com/mod/space-exploration
The menus and interfaces aren't quite like how you've described, but same concept.
GG Cannon wrote:
Fri Apr 19, 2019 8:42 am
+New MMO worldwide server multiplayer campaign mode
Each player starts at a random resource_1 planet the same way as single-player-campaign on the star map in any galaxy within the galaxy cluster**.
Been done: https://mods.factorio.com/mod/clusterio

Though to be said i'm not sure about pvp mods.
It's likely one already exists.
See also: https://mods.factorio.com/mod/stargate or https://mods.factorio.com/mod/Teleporters
GG Cannon wrote:
Fri Apr 19, 2019 8:42 am
  • Character Customization Evergrowing races list to choose from with all races created by the community collectively with traits which affect gameplay created by a crowd-sourced community building method to create the races with limitations following a + & - RPG point system of racial traits which must have a sum of 0 similar to Master of Orion 2's custom race creation at game start
Already been done: https://mods.factorio.com/mod/RPGsystem

GG Cannon wrote:
Fri Apr 19, 2019 8:42 am

[*]Wormholes & other Space-tech
Cross unbelievable distances that need to be researched and its resource can't be found in resource_1 planets, requiring the player to colonize several planets and transport the resource from one planet to another or from land to space station or wherever the main factory and science station may be.
Space exploration again
GG Cannon wrote:
Fri Apr 19, 2019 8:42 am

[*]Genetic Manipulation Tech Tree and Tech (allows to change racial traits and character appearance but is really expensive in rare resources that are hard to find even with a few colonized planets.
RPG system again

GG Cannon wrote:
Fri Apr 19, 2019 8:42 am

[*]Trading System and other Player-to-Player interactions such as a "Quantum Transmissions Infinite Range Instant SpaceWeb"
https://mods.factorio.com/mod/m-multiplayertrading
or
https://mods.factorio.com/mod/BlackMarket
GG Cannon wrote:
Fri Apr 19, 2019 8:42 am

[*]Friend/Foe/Neutral Status declaration + Area & SetTime Limited Building Rights at claimed property area in order to let several players
Let several players.... Was there more to that sentence?
https://mods.factorio.com/mod/m-multiplayertrading
GG Cannon wrote:
Fri Apr 19, 2019 8:42 am
[*]"Property" Status of Objects + Shared/Lent/Rent Property + Private Property Protection(Players who destroy or attack your property or other players get flagged temporarily as enemy units.
"Sharing" / "Lending" property doesn't really exist, but that would boil down to trading anyway.
As for "private property protection" - this would conflict with the first idea making it impossible.

See also https://mods.factorio.com/mod/m-multiplayertrading does the "private property" almost how you've described, but without the toggling enemy/friendly status for a while.

GG Cannon wrote:
Fri Apr 19, 2019 8:42 am

[*]Can unbuild what is not your property but takes way longer and counts as an attack unless with permision.
This is impossible, or rather, it would conflict with the previous ideas about multiplayer / permissions management.

Factorio force shenanigans are not flexible to enable a lot of the kind of functionality you have described.
They can do one or the other in most cases, but not all of the above.
GG Cannon wrote:
Fri Apr 19, 2019 8:42 am
[*]Construction bots takes forever to unbuild other player's properties
Construction bots do not have mining times applied to them, so this is impossible.
GG Cannon wrote:
Fri Apr 19, 2019 8:42 am

[*]Players can blueprint other player's creations freely
Why though?
And similar to above about force shenanigans, though this may already be possible in the base game as it is without needing to be suggested.

GG Cannon wrote:
Fri Apr 19, 2019 8:42 am

[*]New Ground Scanner Satellite which fully reveals the planetary top view map
The what?
You mean radars?
GG Cannon wrote:
Fri Apr 19, 2019 8:42 am

[*]Player bot-behavior programming
To avoid bot-hack programs, players can program their character themselves in a bot like behavior which the character will keep on fulfilling when the player is afk, offline or chooses to turn on bot-like behavior.
Insectoids are way less active and aggressive while the player is AFK or off, but may still attack depending on its current "war" situation and the player's pollution values[/list]
Been done https://mods.factorio.com/mod/aai-programmable-vehicles

GG Cannon wrote:
Fri Apr 19, 2019 8:42 am

+Custom Space Station building
Gives you a template for the shape of the exterior walls layer by layer for a fixed resource cost which can be customized in both exterior and interior shape with set limitations and requirements before launch which changes its resource costs and can be shared by string.
  • Automated Building Satellite & Automated Resource Management Station (ABS'n'ARMS System)
    Space Version of the Construction and Logistics bots in order to build stations and orbit-only space ships
+Over & Under building
Connected to the Station, as you need to go up and down the floors, the same can be applied to the planet's surface and affect and consider the terrain elevations
  • Stairs and elevators
  • New underground belting and pipes system
    Whenever you build an underground belt or underground pipe, view goes down one level as in layers of the map grid*** with the same happening for above levels
  • Keyboard command to go up and down one layer of grid in view in order to build ceilings or on higher/lower ground(as long as within reach****)
    underground energy wires + respective tech trees

This is a mish-mash of the following mods:

https://mods.factorio.com/mod/space-exploration

https://mods.factorio.com/mod/warptorio2 and https://mods.factorio.com/mod/warptorio2_expansion

Or just plain old https://mods.factorio.com/mod/Factorissimo2

GG Cannon wrote:
Fri Apr 19, 2019 8:42 am

[*]Underground Insectoids and new deep-underground insectoid types that can surface when in extreme levels of pollution + underground hive expansions and connections
This seems very unrelated to the previous suggestions.
I don't think it has been done before.
https://mods.factorio.com/mod/stacktorio is the closest, but it is not how you've described - *factorissimo but biters are spawned in the warehouses as you get to deeper layers* sort of.

GG Cannon wrote:
Fri Apr 19, 2019 8:42 am
[*]New Fall Mechanic + Fall Damage(Calculated by planet gravity) + Fall Damage Nullifier Tech
You can't jump in factorio.
GG Cannon wrote:
Fri Apr 19, 2019 8:42 am
[*]Flying Vehicles and Power Armor Jetpack + Flying Combat + Flying Insectoids
Space exploration again https://mods.factorio.com/mod/space-exploration
flying vehicles: https://mods.factorio.com/mod/Aircraft

and, although there is no flying biters, technically there is little difference to just drawing a different tile under them to make them "fly".
See also: https://mods.factorio.com/mod/starshiptorio

GG Cannon wrote:
Fri Apr 19, 2019 8:42 am
[*]SpaceSuit (Super Resource Expensive Shipless Spaceflight Suit that is a Power Armor upgrade that can be used at most for closest stars proximity travel. Also counts as Jetpack when inside a planet and allows the player to jump any amount of layers while in combat.) [/list]
Space exploration again https://mods.factorio.com/mod/space-exploration
GG Cannon wrote:
Fri Apr 19, 2019 8:42 am

+Space Combat Technology
Probably just more space exploration https://mods.factorio.com/mod/space-exploration
See also: https://mods.factorio.com/mod/starshiptorio for literal space combat "technology"
GG Cannon wrote:
Fri Apr 19, 2019 8:42 am
  • Robot army programming(&Earlier version for land bots) + short/middle/long range strike strategy planning similar to building planning + combat robot army quick selection of grouped troops + new long-range fast flying scout robots and space scouts.
aai again https://mods.factorio.com/mod/aai-programmable-vehicles

GG Cannon wrote:
Fri Apr 19, 2019 8:42 am
Radar close range detection alarms + alert range customization/programming + Space Sensors and ground telescopes.
Debris Damage to ships + "Emergency Landing Protocols" that "drop-land" the ship in the closest planet to the player and has a % chance to drop the player and of the ship and far from its final drop location(protected by a "kinetic-nullifying and inertia stabilizing gel that melts after a while"
[/list]
Space exploration again https://mods.factorio.com/mod/space-exploration

GG Cannon wrote:
Fri Apr 19, 2019 8:42 am
+Advanced Land & Space super long-range player programmable multi-purpose bots
Can basically do anything a player can do limited only by the unit's Memory & Storage Database size in matter of how complex an AdvBOT can be.
aai again https://mods.factorio.com/mod/aai-programmable-vehicles


GG Cannon wrote:
Fri Apr 19, 2019 8:42 am

(*: There needs to be an "orbit seeding" protocol in case any future updates of the game want to add new planet resource levels that needs new planets to be added, man-made satellite, meteor fields, planet defense systems, space robots and stations, etc and needs their orbits to show)

(**: System needs to try to seed players starting planets in the same galaxy as long as there is room considering a reeeeally safe distance to any other player's colonized star systems)

(***: which particularly big objects can take more than one level of height and allows for the procedural generation of mountains and high ground terrain)

(****: One layer level height = 3 to 4 squares away || Height 0.33-0.25 object = 1 square of distance on the horizontal grid)

(WARNING: For the MMO Server, there needs to be a lot of effort employed towards cheat safety, cheat punishment, hack punishment and the ability to back-up any hacked player's inventory and any planet to any auto-saved moment in time to undo damages caused by an account-stealing hacker or possibly game-file editing hacker. It is forbidden to use game-files altering mods that can't be undone by the program while loading MMO Server files and punisheable as hacking for unlawful benefit.)
And these are just design specifics that have no relevance on a series of ideas that have little to no basis in reality nor in plausibility.
This sort of thing would be considered after the project has been started and concepts have been proven.

E.g. citing measurements like this is pointless because you don't have anything to actually measure, therefore such statements are just word salad (****: One layer level height = 3 to 4 squares away || Height 0.33-0.25 object = 1 square of distance on the horizontal grid)



Sin Count: 24 (links)
Sentence: Go play space exploration with aai vehicles

https://mods.factorio.com/mod/space-exploration
https://mods.factorio.com/mod/aai-programmable-vehicles


*No suggestion is without sin*

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Re: GG's Starlog 1 - The Big Proposal

Post by n7m6e7 » Tue Nov 26, 2019 12:43 pm

The main issue I see,is this would completely overhaul the game. Its kinda like in spore where you spend the first half of the game building creatures, messing with parts and stats, then suddenly "psyche! Its an rts now :)"

Its building a new game, before the first game is finished, and just slapping it onto the end.
There are no absolutes. I live knowing I could always be wrong, but with confidence that I could also be right.

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