Planets
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Beanz
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Planets
When the time comes for expansion of our glorious realms, I think planets would be a very nice idea; however a rather different planet system to one found in SGW or TDW;
I propose a colonial planet system.
When you have enough units (1 million?), and an appropriate fleet, you can start searching for planets. When you find an inhabitable planet, your fleet reports back to you.
This can either be done like TDW with a mother-ship searching on its own, or using the whole fleet - the more ships, the faster you search.
When you have found a planet, you can then attempt to colonize it; when you defeat the native population you can set up a new base here; however it comes with both risks and rewards.
These planets can be colonized by multiple people, as they will have benefits that you cannot get any other way (perhaps new resources? or power bonus'). When you colonise you initially take a small area of the surface, maybe 5%; and as you grow you can take control of more of the area, and either drive other settlers out by war, or embrace them as allies and trade with them. - Free from usual trading fees.
When War comes, these planets when attacked from space will have all colonists attacked, (unless it is one colonist attacking another).
Alliances could use these planets to settle 2 or 3 alliance members together, build up a very large economy with very substantial defenses, and work together on larger projects, providing a whole new level to alliance teamwork.
Many posibilities are opened up; specific buildings that you can use to gain new fleet options only available through team-work, as well as massive wars as alliances seek to cripple each other by striking at the heart of the central economies.
... Discuss...
I propose a colonial planet system.
When you have enough units (1 million?), and an appropriate fleet, you can start searching for planets. When you find an inhabitable planet, your fleet reports back to you.
This can either be done like TDW with a mother-ship searching on its own, or using the whole fleet - the more ships, the faster you search.
When you have found a planet, you can then attempt to colonize it; when you defeat the native population you can set up a new base here; however it comes with both risks and rewards.
These planets can be colonized by multiple people, as they will have benefits that you cannot get any other way (perhaps new resources? or power bonus'). When you colonise you initially take a small area of the surface, maybe 5%; and as you grow you can take control of more of the area, and either drive other settlers out by war, or embrace them as allies and trade with them. - Free from usual trading fees.
When War comes, these planets when attacked from space will have all colonists attacked, (unless it is one colonist attacking another).
Alliances could use these planets to settle 2 or 3 alliance members together, build up a very large economy with very substantial defenses, and work together on larger projects, providing a whole new level to alliance teamwork.
Many posibilities are opened up; specific buildings that you can use to gain new fleet options only available through team-work, as well as massive wars as alliances seek to cripple each other by striking at the heart of the central economies.
... Discuss...
Beanz- Mercenary
- Number of posts : 19
Registration date : 2009-01-09
Re: Planets
i actually think this is a cool idea haha would be fun
stars- Aderan Miner
- Alliance : THE IMPERIUM EMPIRE
Age : 36
Number of posts : 249
Location : LOS ANGELES CALIFORNIA
Registration date : 2009-01-01
Re: Planets
I'll have a look and juggle a few thoughts around once my exams are over again in 3 weeks.
there's a number of unsolved problems i see or at least issues that are not clarified or are just too vague for this to be possible to implement.
but properly developed this could really turn into something
there's a number of unsolved problems i see or at least issues that are not clarified or are just too vague for this to be possible to implement.
but properly developed this could really turn into something
Re: Planets
this sounds like a good idea, uro you better do something about this
666- Untrained Unit
- Number of posts : 7
Registration date : 2008-12-24
Re: Planets
their should be planet size, varying from small (1) to big (10). This determining population capacity. Example planet size 2 has capacity ranging from 1,500,001 to 2,500,001.
Before being able to start colonizing properly a percentage of the locals must be exterminated (arghhh cant we just get along) then colony can be implemented on other planet. That percentage to exterminate should affect everybody wanting to set a colony, wether its completely savage or colonised. Colony will get attacks until all locals are gone. Using spies or assasins could convert/assimilate locals to Untrained Soldiers and reducing locals population.
If a planet is colonised by multiple people and maxpop is raised each colony could raise max pop by construction example: Planet information : True capacity ???,??? : Current population ???,??? +
Building underground could offer greater defence from space. building can be destroyed and population inside perishes from attacks
Before being able to start colonizing properly a percentage of the locals must be exterminated (arghhh cant we just get along) then colony can be implemented on other planet. That percentage to exterminate should affect everybody wanting to set a colony, wether its completely savage or colonised. Colony will get attacks until all locals are gone. Using spies or assasins could convert/assimilate locals to Untrained Soldiers and reducing locals population.
If a planet is colonised by multiple people and maxpop is raised each colony could raise max pop by construction example: Planet information : True capacity ???,??? : Current population ???,??? +
Building underground could offer greater defence from space. building can be destroyed and population inside perishes from attacks
Rojo- Mercenary
- Number of posts : 25
Registration date : 2009-01-18
Re: Planets
Big projects could be offered if occupiers of a planet have conquer all locals. Occupiers do not necessarly have to be in same alliance. Super orbital defence systems hahahaha, moon turrets.
Infiltration could then be interesting. Affecting only a colony at a time.
Infiltration could then be interesting. Affecting only a colony at a time.
Rojo- Mercenary
- Number of posts : 25
Registration date : 2009-01-18
Re: Planets
It sounds like an interesting idea.
Kenzu- Alliance Leader
- Age : 37
Number of posts : 3034
Registration date : 2008-12-03
Re: Planets
Rojo wrote:Big projects could be offered if occupiers of a planet have conquer all locals. Occupiers do not necessarly have to be in same alliance. Super orbital defence systems hahahaha, moon turrets.
Infiltration could then be interesting. Affecting only a colony at a time.
cost of planetary projects would be determined by percentage of colonies
example:
Planet type 2
True Capacity: 1,750,000
Modified Capacity : 1,800,000 ( from a colony having constructed buildings)
Colony 1 : 500,000 = 27.78 % of total project cost
Colony 2 : 300,000 = 16.67 %
Colony 3 : 250,000 = 13.89 %
Colony 4 : 250,000 = "
Colony 5 : 250,000 = "
Colony 6 : 250,000 = "
example of planetary projects
Planetary transport projects ( upgrading roads, naval port and airports) raise Kuwal production in the colony
Planetary Defence projects : upgrades whole planet defence from invaders, their could also be a risk to this one as to weakening colonies defence between each others in a same planet.
Rojo- Mercenary
- Number of posts : 25
Registration date : 2009-01-18
Re: Planets
This is a very interesting concept.
Would you be able to abduct/train special units if you control a certain planet.
Would you be able to abduct/train special units if you control a certain planet.
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