RAM strain+additional end game solution: Interstellar Pack

Post your ideas and suggestions how to improve the game.

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Ghostwheel
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RAM strain+additional end game solution: Interstellar Pack

Post by Ghostwheel »

TL;DR
Introduces Antimatter and the Interstellar Pack as a means to address memory strain inherent with late game mega bases while introducing an additional stage of end game content.

What ?
Basic idea:
Starports (costs rocket silos, antimatter)

New techs=Orbital Anti-Matter Warheads (Tactical Nukes)
Multiply Resources I-Infinity (utilizing some off world resource gathering)
Magnetic Railways \ Anti-Gravity Railways (Hover Trains) final stage accel/stop
Antimatter (Final stage fuel, black empty void like substance very volatile .02% chance of creating a black hole consuming the area with a possibility of spawning in inter-dimensional super bugs)
Stabilize Antimatter I-?
Destabilize Antimatter?
Hover Vehicles (see trains)
Quantum Electronics (Electronics 3) new Quantum Chip / Processor
Quantum Teleportation (utilizes antimatter, therefore unstable)
AI (Automated Combat Bots, utilize roboports / personal roboports)
Augmented Power Armor (MK 3-Infinity, EXPENSIVE)dial in performance characteristics
Military 5, Gatling Antimatter, cause why the fuck not? Powered by nuclear fuel, fires antimatter and burns it QUICK. Chance of death by black hole.


Next Stage Bug Evolution due to antimatter

Solves = reduce RAM strain allowing a focus on larger scale end game mega bases by reducing the amount of on screen resource gathering while giving an additional stage of content

Balance as necessary

The idea is not complete but a starting point for either a mod or dev. Sitting on the crapper as I write this

Koub
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Re: RAM strain+additional end game solution: Interstellar Pack

Post by Koub »

Don't count on it as a dev into the game, but that would be a good use case for a mod.
Koub - Please consider English is not my native language.

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