
SavantFrost
The Craniac Blazing Angels Alliance
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Posted - 2010.04.21 05:17:00 -
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Edited by: SavantFrost on 21/04/2010 05:21:40
Originally by: Celia Therone There was so much potential. Four factions of civilians each with their own attitudes towards each other and to things like law and order, slavery, industry, religion, education and technology. Optionally throw in the pirate factions, mercs, sisters of eve etc.
Planets that can't grow food have to import it, if someone blockades them then the people starve. Planets without breathable atmosphere have to import that, etc. Disasters like plagues (compounded by pollution) leading to spikes in the demand for antibiotics on a huge scale. Player sponsored missions paying others to ship in the fundamentals of life (or pirate/blockade player/npc transports).
Someone has an Amarr population using slaves for heavy industry? Let me set up a free Minmatar colony next door making small arms. A smuggler haven that infiltrates the slave colony promoting the chances of rebellion. Let the Amarr colony slave raid my colony. Mercenaries guards, slave raiders, freed slaves, industrial espionage, assassins, bureaucrats, technocrats... The possibilities are awe inspiring.
We've grown up with Civilization, Alpha Centauri, Masters of Orion, Total War... These are tried and tested strategy concepts than can lead to addictive and entertaining game-play.
Please god don't let it just be POS on planets with a new interface and much more boring monkey work. Take an extra six months or a year and do it well. Please. You really could produce something truly epic if you choose to do so. So few people ever have that chance. You do. Please embrace it.
I agree with this (and some other posts but this one is reaching character limit now :( so can't quote everybody). How about some more ideas to help them along? Lets continue feeding ccp devs with some optimistic ideas! :D
How about adding workers as a new requirement? CPU seems to be already related to links, and powergrid for actually turning on the structures. We need those workers to operate the assembly lines! Quite obviously the amount of workers you could manage would be controlled with a skill. You can add the racial recruiting / slave driving stuff later, but having people in the colony now keeps the door open for expansion later. The guy a few posts above me has much of what IÆm thinking as well. How about an entertainment facility to keep moral high and increase productivity? (think decreased cycle time on stuff). Anyway, I donÆt mean to repeat so many others that are probably thinking/posting the same thingà. But IÆll finish off with this:
We know that the ships we fly have people on board, so down on the surface shouldnÆt be any different. Give us people to work with, a colony we can relate to. Add emotion and connection to the planet world and give us a reason to play it beyond just the potential isk rewards. If we have people to take care of (or control tyrannically), it is going to be way more appealing.
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