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Author Topic: Random brainstorming for future outpost functionality.  (Read 2039 times)

RickyRio

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Random brainstorming for future outpost functionality.
« on: April 27, 2017, 02:11:00 AM »

Random brainstorming for outposts beyond "oh let us make ships or mine resources"

Shipbreaker/scrapyard:
  • break down D ships for parts
  • specialized ship crafting materials
  • combine multiple D hulls int? one normal hull for not huge fee
  • Gain more salvage/fuel from scrapping than normal

Hyperspace Interdiction/Interdiction
  • All jumps into system get redirected to the station, piracy?
  • Prevent fighters from being used in system, (Homeworld gravity field generator)

remote fighter assitance/intra-system weapon system
  • Send fighters to assist friendly fleet/s in system
  • Ultra long range weapon that reduces hostile fleet's CR per hit (within like 1000-3000ish system range?)

System-to-system jump-gates
  • allows travel between two outposts instantly for some hefty resource cost
  • limited by range, outer rim outposts would require a chain jump-gates to get to
  • possible progression to restart gate technology?


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TrashMan

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Re: Random brainstorming for future outpost functionality.
« Reply #1 on: April 27, 2017, 03:42:10 AM »

In-system travel lanes between any two outposts with "accelerator lane" upgrades (ships travel at 2x speed inside the lane)?

Military outpost with weapons?

Sensor station with high-resolution sensors?

Setting up your own enterprises on an outpost?
- Space brothel, arena - provide some small income. Double if you have slave pits and a shipment of slaves* (careful to not get caught)
- slave pits (hold slaves)
- hotel - small income, higher in more stable  and populated systems.
- fuel refinery - has a running upkeep but produces small amount of fuel
- patrol hangar bay - provides an additional fighter wing for any battle in-system


*the idea is that after any battle there may be some survivors. Those can be picked up and correspond to a faction (hegemony survivor, independant survivor, pirate survivor). You can sell them as slaves at certain locations, release them for some good will, hand them over to their enemies
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Megas

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Re: Random brainstorming for future outpost functionality.
« Reply #2 on: April 27, 2017, 06:02:23 AM »

I want all the services of a good-sized military base like Jangala, except I own it!  Also, industry that cranks out supplies, fuel, and personnel to crew my ships and run my empire while I am busy shooting up other fleets.  Not much beyond "make ships and mine resources", but make weapons that are rarer than ships was not on the list.  Neither was a storage place for your stuff.

Also, you dump your old ships you do not care about anymore in a shop you own, and NPCs visit your place and pay full price for your ships instead of you selling your ships for scraps at some other faction's base.
« Last Edit: April 27, 2017, 06:07:16 AM by Megas »
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FooF

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Re: Random brainstorming for future outpost functionality.
« Reply #3 on: April 27, 2017, 12:26:19 PM »

I don't want it to become Space Sim City, though. I think it's cool if you can bring your own raw materials and process them into supplies/fuel or possibly have a shipyard that produces ships but setting up supply/demand contracts, trade fleets, etc., is going to far for a combat game.

Ultimately, I want outposts to be the beginning of the end game. So you've explored, gotten a nice fleet, saved a good chunk of change and spotted a nice planet to settle down on (basically where we end at currently)...? Great, let's start becoming self-sufficient! Now that you're not indebted to the other factions to do what you want, you can a.) topple other factions b.) get the gates working again c.) stop the AI from overrunning the sector d.) all the above.

Basically, outposts need to be more than an end unto themselves.
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RickyRio

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Re: Random brainstorming for future outpost functionality.
« Reply #4 on: June 01, 2017, 03:16:23 AM »

Just some more ideas:

Sensors:
  • Detect fleets at extended ranges (hyperspace even?)
  • Astral Drift Charting, find areas in system or nearby hyperspace where junk collects from spacial drift.

Weaponry:
  • Solar lasers (mirror array that can be focused into a cutting beam, allow in system fire support in intra-system battles)
  • Asteroid Artillery: Anti-station weapon, use a bunch of supplies (and perhaps a ship) to boost an asteroid into a collision course with a station, alternate method for softening up a station, may result in reduced salvage, very crude, asteroid would be put on rails in campaign and be possible to intercept / need to be escorted as it approaches target.
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