Shipwright Archive

Thread: Asteroid Suggestions

Zamise
Mon Aug 08, 2005 2:54 pm
#1


I posted this before, but (arrogantly) I thing this deserves a shot with its own string....


I noticed a lot of talk has gone around about the 'broken' schematics that use asteroid materials, but the asteroids that we have to use are at best - improperly suited - for the job.


It seems like, instead of having the dev's change the schematics to not include asteroid materials- they can keep their ideal of using asteroid materials in those designs ... if they put PE, CD, and UT into asteroids.


I always thought that the asteroids had been a little light on variables - compared to other resources. Perhapse they'd be gracious enough to put those values (PE, CD, UT) into apropriate asteroids. Or perhaps, add new kinds of asteroids that could have those values (than, change the schematics appropriately to incoprorate these new asteroids?)


Another idea that I think would be fun is Moving Asteroids. Perhaps there is a 'famious' and well known asteroid that travels through the X system, and once every Y hours (I'm thinking some deliciously odd number like 9 or 13) its orbit passes it close to the planet (and thus, can be mined from). It travels through the system (taking like....2 hours) from one end to the other..

Heck, its flight path may be a space POI as well ('Asteroid way'). This travling rock could have a rare mineral- something that has many resourse values (All that make sense?) and could be useable for nearly any schematic that uses asteroid materials?


Heck, you could have two of these guys moving around, one for metals and one for chemicals. Or a nice big 'radioactive' asteroid that provides us that Potential Energy we want. Heck, you can put some especially nasty Bandits on these guys, if you want.


My suggestion for what systems would be the Corellia system and the Naboo system. They're relatively safe, have two landing ports, and mostly aren't that overly populated by pilots. This would spice these areas up a little.


~~Zamise
Zamise Zoomers: Starships and Starship Accessories. Wanderhome: Rori, near the Rebel Outpost, at 3452 -804 (in Rancliff)

Well, thats my 2 cents - I want change back.
Zamise
Thu Aug 11, 2005 6:06 am
#2


*Bump*


Anyone have any comments?



~~Zamise
Zamise Zoomers: Starships and Starship Accessories. Wanderhome: Rori, near the Rebel Outpost, at 3452 -804 (in Rancliff)

Well, thats my 2 cents - I want change back.
Yalton
Sat Aug 13, 2005 11:50 am
#3

Adding the PE, CD, and other stats that are missing and affecting the quality of our products is a very good idea.

Moving astroids that aren't always in system are very, VERY bad. The only way moving astroids would be good is if there is always one or two in system. If they ahve a timer like you stated then you will have players that won't be able to mine them or only able to mine them every few weeks. Both are unacceptable sine they will favor the "power gamer."

As for astroids moving I have been thinking that astroids should ahve pathes through the systems and should move, but always ahe at least 2 in the system at the same time. The problem would probably be the coding for the POI waypoints. They would ahve to amke them update constantly and that would be a tremendous drain of resources on the servers.

To get arund the drain maybe if you want to mine you ahve to go to the mining station in the system and request a mission for a type of astroid. You would not ahve to return and sell the resource to teh sation and only certain types of astroid "missions" would be attainable in a specific system.
Yalton
Sat Aug 13, 2005 11:53 am
#4

Heck, you could have two of these guys moving around, one for metals and one for chemicals. Or a nice big 'radioactive' asteroid that provides us that Potential Energy we want. Heck, you can put some especially nasty Bandits on these guys, if you want.

My suggestion for what systems would be the Corellia system and the Naboo system. They're relatively safe, have two landing ports, and mostly aren't that overly populated by pilots. This would spice these areas up a little.

Comments Number 2.

one or the other not both. The problem is what happens to the newbie pilot that is close to the astroid killing low tier stuff when some one spawns the astroid bandits on it and gets killed? Now you have some tier 3-5s in Naboo and Corellia systems killing any newbie pilot that comes close to teh astroid. If the astroid stayed still this won't be a problem. But with a moving astroid it will run close to soem static or mission spawns and get soem newbie pilots killed.
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