quote:
Originally posted by Grandpakim:
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5. Salvage teams to recover ruin tech from otherwise inaccessible planets.
For a moment, I thought I had a way to mod this; create a small colony module, with no cargo space (so you end up with a 0 population colony). Then put that module on a small, fast ship to colonize the "ruins" planet. The main problems are: you still only get ruins tech from planets you can colonize in the first place, you still end up with a colony someplace you didn't want one (unless you abandon it immediately after getting tech), and making the component smaller opens the way to (minor) abuse as people add more cargo components to a colony ship with the smaller component. After all that, I like your idea & hope MM adds in something that allows it...
quote:
Originally posted by Grandpakim:
6. Zero movement for ships out of supplies. Supply conservation speed-- ship moves slower but uses less fuel per sector.
I really like the idea of conservation speed; move slower, with less fuel per sector. Sounds more realistic, even...
quote:
Originally posted by Grandpakim:
7. Temperature zone. Planet must be "X" distance from sun or it must be domed even if all other factors are perfect.
Interesting idea; but then I'd want to add a terraforming-type facility that would compensate for the problem.