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EdTeach
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Posted - 2011.01.10 12:44:00 -
[1]
Quick sketch of an idea. Maybe fun. Maybe not.
Biological Resources Exploitation
The process of taking lower-tier resources and combining them with others in special facilities to create higher-tier resources.
This takes place on planetary surfaces using facilities within colonies.
Example 1.
B0 Livestock are combined with B0 Fodder in a Protein Processor to create B1 Protein, and B0 Fertilizer as a byproduct.
Example 2.
B0 Refugees are combined with X-rated Holoreels in a Pleasure Dome to create B1 Exotic Dancers.
B1 Exotic Dancers are combined with Drugs in a Pleasure Dome to create B2 Prostitutes.
Example 3.
B0 Refugees are combined with Military Tags in a Training Camp to create B1 Militants or B1 Freedom Fighters.
B1 Freedom Fighters are combined with higher Tags in Training Camp to create B2 Marines.
Racial Tags could determine Racial Marines.
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By adding different Proccessor-types to colonies, players are faced with choices on whether to mine or make Bio Resources.
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De'Veldrin
Minmatar Green-Core The Obsidian Legion
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Posted - 2011.01.10 13:38:00 -
[2]
You've forgotten the most important part.
Why would I bother making, for example, marines? They don't currently have any use aside from the occasional mission where I have to turn them in, and funnily enough, the mission provides them for me. --Vel
I'm more of a care-badger. |

Bibbleibble
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Posted - 2011.01.10 22:24:00 -
[3]
Originally by: De'Veldrin You've forgotten the most important part.
Why would I bother making, for example, marines? They don't currently have any use aside from the occasional mission where I have to turn them in, and funnily enough, the mission provides them for me.
Exotic Dancers. 'Nuff said. 
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EdTeach
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Posted - 2011.01.12 02:29:00 -
[4]
Edited by: EdTeach on 12/01/2011 02:33:13 Edited by: EdTeach on 12/01/2011 02:32:24 It would all tie in with actual colonisation.
You find a Barren or Temperate Planet.
You use a Command Center to place various needed colonisation facilities on the planet.
You bring down all needed seed items from Customs Office or make on site to increase population.
Once certain minimum population numbers are reached for each type, certain items would be generated by the colony automatically(like RP from research agents).
The market for items is both caused by and partially satisfied by the colonies themselves.
Marines for order, dancer keep them happy, prostitutes keep them very happy.
Tourists for isk, Casino and dancers to keep them happy.
B0 Refugees are turned into B1 Citizens and then contribute to overall production efficiency of the colony.
Empire needs food and other items. In addition to there being NPC seeded items for sale, there could be Faction seeded buy orders for high-population worlds. We see them all over from the lights of their cities glowing all the way to orbit.
Losec and nulsec could become more a part of the entire galaxy-wide economy.
Sieges/Blockades in FW could be possible to cause deprivation/starvation on core enemy worlds; leading to smugglers making insane isk for fertilzer or protein, as well as standings/FW score adjustment of some sort as NPC civilian morale drops.
Colonies can create resources for the people on the ground instead of sending it all into space to be blown up by the immortal capsuleers.
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How's that for a quick and dirty solution?
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Nisshoku
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Posted - 2011.01.12 21:21:00 -
[5]
yay colonies! *starts training PI right away*
that means you can tax the buggers, right? ;)
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