ttaargus ttaargus

phase lane suggestion

phase lane suggestion

traveling through phase lanes should cost something, cash definatly and maybe crystals. i see it working like this, jumps to and from your homeworld will be free. the farther from your hw you get the more expensive it is to travel(cost is based on ship type and ship #'s)also your support capital ships should be able to negate the travel expense of a number of ships equivelent to a support ability. it should cost double the travel expense to travel to enemy or unaligned factions planets. i envision there to be a diplomatic option to allow ships to travel in your space, for a percentage of the travel fee, or for free(no tax but at base cost indicated by the distance from your hw) if you are allies. this is where it gets intersting, with all these travel expenses you should be able to focus on where you send your ships. to that end i suggest you impliment "phaseways" similar to what the zuul from sword of stars born of blood use to maintain nodelines. on the civvy tech tree there could be a phaseway tech that increases to the number of phaseways fo your faction. what do phaseways do? well for one they connect any three astral bodies together to decrease (up to 75%) the cost of travel. as you research phase tech your ships travel faster and cheaper, with every other tech level adding a phaseway. these can be used to link your rim world to production centers or to make a defensive area where your ships can travel in and out quickly and cheaply. im not sure yet but after you research it you can link your phaseways to enemy worlds. another aspect of phaseways is their ability to slowdown and increase the travel cost for unaligned and especially enemy ships. these penelties can be increased by research. i know these changes will not make it into the retail version but maybe in a patch/mod. the whole point is to limit expansion and early scouting, and forces you to choose where to focus the bulk of you resources. it aslo seems more logical this way. as far as phaseway managment goes you could put a small icon(maybe two tiny planets connected by a phase lane) with a number indicating your number of phaseways. as you scroll over the icon a tooltip dropdown list will display the planets that each of your phaseways pass through. clicking the button will make all phaseway connected planets and phase lanes glow a color(purple i think works well,like the jump cursor lines from homeworld). you can start with one phaseway and to set it up you click the icon and select 1 from the tool tip menu and simply select a starting location which must be a planetoid, and then select two additional locals, which may be anything. to add variation amongst the factions you could have TEC travel cheaper through phaseways but vasari travel faster. the cost and speed of travel will have to be very carefully balanced but i think that with the above mechanic the game will be alot better and more managable. im really looking forward to peoples thoughts and suggestions regarding my idea, thanks!
11,181 views 29 replies
Reply #26 Top


And hey, cut us people who haven't played but love to theorize some slack
End of quote



LOL. I'm just saying, who wants to pay to travel. I can forsee the headaches that would cause: Entire fleets unable to move because the empire doesn't have enough funds. I haven't really touched the game that much either (played somewhere else).
Reply #27 Top
Captain get ready for phase jump

Aye!

Jumping...

OMG OMG there are 10 caps and 50 frigs there and we forgot to send a scout first.

RETREAT!

Erm captain?

Yes?

Someone in the forum said we need to pay for jumping and that last jump exhausted our reserves so we are gonna die....

Silence

:)
Reply #28 Top
Well, theoretically you could simulate the cost of supplying antimatter by causing the standard antimatter regeneration rate to consume a (small) amount of resources. If you run out resources it either slows to half or stops or whatever. That would indirectly make all antimatter consumption (including jumps) non-free.

But I doubt that would improve the fun of the game, and would probably introduce un-fun micromanagement and cheesy strategy to avoid the antimatter costs.
Reply #29 Top
Sure but the anti-matter as it is can't be produced and stocked for a very long period of time. Laws of physics. SO charging a fee for the anti-matter isn't logical. ANti-matter is to be produced localy by using on board fusion reactor which powers up cyclotron which produces the anti-matter by resulting particle collisions.

If you have enough of anti-matter to fill in just one little coffee spoon then you are holding a potential power of over 10 000 times the bomb A which detroyed Hisroshima.