Domes! Domes! And More Domes!

#1

So, here’s what I am thinking: Those super hot and super cold worlds that are nigh inhospitable, but give you good resources but you can’t mine them?

Well, domes are your answer. This would continue up the “Farm” tree, by adding 3 new researches:

  1. Research 1: Domed - unlocks the basic dome, has 10,000 population capacity, costs x10 more than farms (if farms costs 5,000 credits, domes cost 50,000 credits - (resources can be determined later).
  2. Research 2: Dome Dilemma - unlocks moderate dome (an upgrade to basic dome), has 15,000 population capacity, costs 40,000 credits - (resources can be determined later).
  3. Research 3: Dome Dominion - unlocks large dome (an upgrade to Moderate dome), has 25,000 population capacity, costs 80,000 credits - (resources can be determined later)

What do domes do?
Domes allow you to build regardless of temperature of the planet, but bewarned, expect 10 hours to get the basic dome, so you’d still need to ship population over so it can be built - should build a 2nd dome asap and upgrade that one, just incase the domes are like the power plants that you can upgrade, as you’d lose some power whilst its upgrading, so you could lose population when upgrading the domes (maybe the domes can be livable still when being upgraded?)

And lastly. Congratulations: No world is uncolonizable. Domes are like farms, but vastly superior, as you can live on -255C and +255C worlds easily.

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#2

I could go for this :slight_smile:

Oh wait I already did (as have several others)

Also slightly related:

Thing would be these Domes/Outposts/call them what you will, need to be firmly OUTSIDE the scope of corruption as by now I see the DEVS are going to stick with that indefensible and silly system. That way there is a reason for not colonising but using them. I think the cost you have here are a tad high but that’s just me. if we had this facility (without them adding corruption) ANY price to build them would be an improvement.

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#3

Love this idea, similar has been discussed previously. Would recommend a branch off of the Full Farm Automation tech so you can choose whether to proceed with the bio farms or domes, depending on your intentions. Same type of research, T1, T2, T3 domes.

@Zathabar I understand why you’d want them outside of corruption, but given once the planet is habitable, if corruption is to exist in game, these planets would need to be the same as any other planet. Once you can develop it, it becomes no different than any other planet.

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#4

I would happily agree to that limit! While they were “just” an outpost they dont add corruption but if you develop them over much then yes allow it to be brought in.

As much as I loath the implementation of the mechanic, I accept, it or something like it, is needed and would attempt to work within the rule to some degree

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#5

An alternative to this is to allow remote mining from space, by adding a “drone” module to ships, similar to the asteroid miner, that can be deployed. Each drone would create the equivalent of a T1 mine, no upgrades, once the initial density is mined it’s finished. Each drone could have a credit/farsu cost associated with it. Once used it is not retrievable. In this case the planet’s resources can be mined without it being settled with a colony.

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#6

So essentially, you use these freighters, with a drone module to mine the surface of planets (as freighters have the largest cargo capacity anyway) - but, wonder if you can assign the drone to only mine the resource you want e.g. Farsu instead of Limbalt, although you can mine both on the planet, but you want the Farsu first?

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#7

I would think that could be possible, if you use a method similar to “attack” function when you do invasion, it says deploy drone, it could ask which resource you want to mine. Wouldn’t see that as something that couldn’t be easily programmed.

Also they’d have to have a method of designating an “owner” of the drones on the planet. And these “drones” should be available to be “stolen” by an enemy.

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#8

Very interesting.

So a ship/fleet would deploy some of these AutoMiners and they would bring surface deposits to the surface nothing more… So in fact an opportunist player (or an NPC pirate) might scoop them up if you didn’t guard it?

Very good indeed. Gives us a way and reason to fight without the drastic consequences of a World conquest?!

Can’t actually see a downside to this (Gimmie a minute LOL!) @joe you following this? I think Puma’s hit a Golden suggestion here!

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#9

If we were to use drones, I’d place additional higher level tech up from the T3 asteroid mining module and make require no less than 3750 research points to achieve, possibly higher. You don’t want this available too early in game or people will do this rather than focus on colonization expansion. But this would make planets that are intolerable and extremely small planets that have great resources available for resource mining.

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#10

Also, I still like the idea of domes as well, but for a different reason. There are huge, but intolerable, planets that would be great as homes for T4 SY’s (and T5 in the future?) that presently can’t be colonized because of their extreme temperature. But again, very expensive to develop and high up on the tech tree.

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#11

Oh yes, we really could use BOTH ideas. In fact you could combine it somewhat in having a “Drone” build the enviro dome for player use…?

I think I’d place the ability to make these early game (at least in their T1 version) so you would make an auto explorer/exploiter Before you leaned how to make T1 Colonisers. That would slightly slow early expansion to strategic systems but actually encourage early stage warfare as I said as we used scouts and other simple T1 hulls to dislodge other players Outpost Domes from particularly “juicy” systems.

But I’m open to other ideas, but this is very fertile ground for many things. A tutorial mission that shows how to deploy a MinerBot/drone on a planet neatly slots into the idea of explaining aspects of the game to new players in a really simple format to my mind.

On the subject of “Drones” I had an idea a while back on a similar idea for combat purposes. Maybe a “drone” Hull could be added to the T1 Ships to fulfil both ideas. Obviously it would be small cheap and (frankley) expendable, as long as you have a “control ship” within sensor radius they would function for the owning player.

But if you killed that ship then you could maybe “steal” control of certain drones perhaps…? :slight_smile: Loadsa possibilities here!

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#12

I like this idea, have to think on the other portions of your post. I’m not sure I totally understand it.

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#13

Sorry my bad I can be a bit “Professor brainstorm” when an idea grabs my attention :crazy_face:

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#14

I hate to throw a wrench in the works, but unless these add to corruption, whats the difference between this and a mining colony? Yes, it does not necessarily need to be defended (can’t be?) But that really doesnt change too much. I can just build manufacturing plants on poor res worlds and these on even moderate resource planets and the skys will be the limit. It sort of brings us back to A2.

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#15

Capacity.

With a drone you get one (or a very few) expensive T1 mines that you cant upgrade. But no corruption

With a colony you can add as many mines as you like and upgrade them to T2,3 etc. But that added infrastructure is the seedbed of “corruption”

Oh and if Drone installations are tied to a control ship it prevents runnaway expansion as the Fleet cap limit will put a break on there over use

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#16

I understood that, but in high res galaxies, there isnt much of a difference, and I just want to draw that distinction and maybe thats good enough?

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#17

Agreed.

Thing Is I am excited by this not really as their mining res gathering capacity but for the Tactical implications it actually gives a reason to PLAY and make war or peace with neighbouring players earlier on and That I submit is very much missing right now.

The amount of Res these will get from otherwise unprofitable worlds is really negligible in a high res galaxy.

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#18

In high res galaxies, the focus becomes more on fighting (if you ever get a reason to fight) than on resource management. You would end up using more of your HR on defenses and the production of ships than on acquiring resources.

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#19

In many ways it is no different than asteroid mining, except that it will come much later in game (due to the tech requirements) and at a higher cost overall. Both are mine it until it’s depleted, then there is no more to mine. Once you build and deploy the drones, they are used and once the mining is done, basically discarded. I like @Zathabar suggestion of tying them to a fleet, to minimize the possibility of exploiting them, via the connection to fleet caps.

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#20

Minining drones I think would be a logical branch of Asteroid mining development. Between T1 & T2 perhaps or at T2 level?

Having a player come along and pinch a Mining Auto Drone and its accumulated produce is an excellent “casus belli”. While I agree High res galaxy’s like the skirmish test do lead to wars faster, something on this level is nice a simple and again could work as an Tutorial to how fights work in Outscape. You set a mission to find a player outpost and raid it. The offended player is not badly hurt as the Drones are cheap (cheaper even that scouts - though the control ship/modules are not) so they are stung but not crippled.

EDIT: Just feeling guilty for going somewhat off track on @Vikingarde 's perfectly reasonable thread. Apology.

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