
Ruffles
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Posted - 2003.07.15 10:17:00 -
[1]
Love and completely agree with some of these ideas.
Planets should drive some system demand. Farming systems require X and Y, and service planets would require other goods to sell to their customers.
I totally agree on the front of player built space stations requiring regular items like food, drinks, Lux goods, etc to be able to run. Perhaps not meeting your weekly demand will mean you have less staff at the station maintaining/fixing factories/lab issues, and those labs/factories will fail to work, then your customers can get upset at you also :D
Ok, owning and strip-mining a planet. Yes I heard you can gather resources from planets in the future, but is it realistic to believe every government will just allow populated planets to be strip mined without licences, or fees being paid, or other... Strip mining moons and non-populated planets perhaps sure, but a little thought is required.
I still think that there should also be varying size space stations that players can build, and different types like:
A) Sensor posts - longer range solar sys scanners, which will alert a corp to the arrival in system of an enemy corp member. Security alert if you like. Can be repackaged in space and moved to another location to return on the investment. B) Gun posts - temp/perm defensive positions set up in areas of high worth to the owner, set to transmit warnings and fire on people in proximity, and also alert corp of intruders. Again repackaged. C) Different sized stations. At present we all hear it will take something like a month to build one, and you gotta find the platform to build it, etc etc etc. Come on, huge time like this does put people off somewhat. Waiting days for ships is sometimes bad enough, but months. Where will that time stop and people realise people are playing for fun. Weeks of mining/resource gathering and you can't see the fruits of your labour for more weeks. People might start loosing interest at those points. D) Jump gates. Players should be able to build jump gates also. Why you ask? Because players should be able to destroy them also in 0.0 systems as a tactic to try to contain an enemy corp perhaps. The ability to build them also provides some tactical approach to long term wars.
I still agree that perhaps other items are needed in the production of certain goods.
Oil and Water for the production of Hybrid and Projectile turrets perhaps. Micro electronics for Energy weapons. It just adds a little more to the production which helps the trade side not just be NPC based, but actual player demand for items needed as core parts for ships, weapons, sensors, etc.
Obviously some items won't need these, some ammunition, missiles, etc.
Still it would help the market of trade goods also cross the boundary into manufacture, and generate player demand for some trade items which otherwise there isn't presently.
Ohh... Perhaps these are actually resources consumed by the factories/labs during each batch run, perhaps not by the requirements of the products. Still adds to the end pricing I am sure.
Any other thoughts people??
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