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Resource Distribution in the New MV. |
Sandals Fleet Admiral Agents
Joined: January 21, 2002 Posts: 2001 From: Redmond,WA,USA
| Posted: 2003-07-26 06:17  
With the (happy, good) change that adv resources are not needed for ships, some liberties can be taken with resource distribution.
I propose that instead of artificial limits on the production of none-faction items, that each faction's item be specifically dependent on a certain kind or kinds of resource. Let's take some examples.
The ICC's special devices and buildings (pulse waves, pulse beams, adv shields, planetary shields, ICC DBs etc) use Darkmatter.
The UGTO's special devices and buildings(flux, emp, UGTO DBs etc.) use Urdanium
The K'luth's special devices (ELF, AMJs, AMEs, K'luth DBs, etc. ) use Hypermatter.
(this is just for example. Better resources could be picked.)
Now.
ICC space (their 'third' of the galaxy) is seeded primarily with Darkmatter, the other two 'special' resources being extremely rare.
UGTO space, mainly Urdanium
K'luth space, mainly Hypermatter.
This would mean that it is far easier to maintain self-faction-tech planets in faction-space than it is to maintain enemy-faction-tech.
Other, none-faction-specific mods, would use the more 'uncommon' materials. For example Fusion Reactors would use Hydrogen, Cyrometals, etc.
This idea struck me out of the blue when looking at the Non Faction Ships post...
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Barthezzz Fleet Admiral
Joined: May 31, 2001 Posts: 5630 From: The Netherlands
| Posted: 2003-07-26 06:35  
I like the idea but this shouldnt be added untill the Trade System is back in.
Because then the players that liked to fly around with trannies can actually become traders again and make profit and transporting these resources.
Heck we move a lot faster then those silly AIs
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