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Space Settlements
Been tossing an idea around the Last couple of days for space settlements in SEIV. Making some components with the point generation ability will be the key feature of this. Also thinking of making "Habitation Domes/Areas" that are basically just cargo bays that hold population for RP reasons (also might be handy if you need a some extra population in a tight spot). Just wondering if anyone has any comments, suggestions or feedback for this idea?
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I've often thought about a mod that would be a major re-write of the sphere/ringworld generators. I think they are way too unrealistic as currently written, but with a little tweaking could closely approximate L5 colonies in scale and workability.
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A brief idea for my space settlement plan is for a component that generates a small amount of organics and also a small amount of research, a bio-lab if you will. I'm thinking mineral generating components are rather unrealistic (Unless the settlement is in the same section as an asteriod field, but remote mining is better still). I'm thinking the research and intel would be a better direction to go in, i.e having space labs and listening Posts. Again organics will probably be a more likely direction as well in the form of space farms. Not sure about radioactives yet, maybe some kind of panel that harnesses energy from the sun and converts it. |
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If you can convert energy to radioactives, you can convert it to minerals too, most likely. The only way that wouldn't would be if you were using that energy to bombard metals and generate radioactive isotopes.
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Worthwhile ideas for SE5 - i wonder which if any of the directions mentioned on this thread that aaron will pursue for the game ?
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Honestly, I think they should do away with ring and sphereworlds in SEV. The shere massive size we are talking about just won't work in a game like SE in my opinoin.
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One more idea before I finally hit the sack for tonight: An ore smelter. Basically increases mineral production for a system. Not sure it'd work on a component so if anyone has tried this before please let me know.
Basically I'm looking to emulate anything space stations/bases/starbases have been pictured as being useful for. Zero-G research mostly comes to mind, as well as the other ideas I've posted. As for SEV, thats over a year away to me and I hardly plan my gaming that far ahead http://forum.shrapnelgames.com/images/icons/tongue.gif I'm just hoping a few small features are added to SEIV in the meantime even though I'm sure MM will be going full steam ahead with SEV Anyways its time for some much needed sleep I think so I'll post some more ideas tommorow, hope to get some feedback even if its negative (more so actually). |
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Iron smelter could in fact be before the mineral miners.
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Unfortunately, using the new point generation abilities is a huge pain for resources, as there is NO indication ANYWHERE that you are making them. They will be added to your stockpiles each turn, but they do not show up in the production for the current turn or anything. http://forum.shrapnelgames.com/images/icons/icon9.gif http://forum.shrapnelgames.com/images/icons/icon9.gif http://forum.shrapnelgames.com/images/icons/icon9.gif http://forum.shrapnelgames.com/images/icons/icon9.gif
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Unfornatley i dont think a SE4 patch is coming id like to see a Version 2 perhaps before SE5 comes out. That would fix remaining bugs if enough of us email aaron he might consider it as a low priority project.
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yeah, i believe that its official. the Last patch was advertised as the LAST patch, and all of MMs effort is being put towards other games and SE5. Or so I hope. we've really milked se4 for about all we can expect to get out of it, its been about five years now.
The problem with resource (or any kind of point) generation in space, is that its cascading. Normally, you are limited by what planets you can colonize and how many facilities you can put on each, and also by how close your neighbors are. If you can start generating resources without expanding your borders and without needing to invest in planets, then you can grow exponentially as long as you have spaceyards free. the more you build, the more resources you have, so you dont have to worry about the investment cost. And if you have a 20K ship limit, you dont really have to worry about running out of ships. Something like this might realistically represent some kind of new economy, but its only a playable idea if you have an artificial ship limit of a couple hundred. That way you have to trade off between warships and resource bases. FYI, my resource generating components (when i was planning on doing something with them in a mod..) were designed back before the point generation ability existed, and we had to use negative maintenance. they looked something like this: Quote:
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One reason I think having a base as an "ore processing station" is due to the logistics involved taking minerals from one planet to the planet in a system that has a refinery/smelter/whathaveyou rather then having a processing station in space. Even though this has no real effect on things in SE4, I think it'd add to the feel of roleplaying. Another thing that comes to mind is in that using such components it frees up slots on planets. I'm not sure if this would really change much myself, but I'm thinking I could be wrong. |
Re: Space Settlements
well before the Last patch you could only generate resources in space, and not intel or research. this meant that resources in space freed up facility slots for research and intel facs.
of course, you could have used them for cargo or resource storage too... |
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