The following ideas are meant to together form a more nuanced crafting system that adds meaningful depth both to PvP, industry and Politics.
The core idea: Add complex endgame content that doesn't alter casual experience. Try to introduce features that are internally consistent and that adds content to PvP enjoyers and Industrialists alike.
Idea 1.1 - Resource Impurities
Idea 1.3 - Custom Machinery ( Weapons, Thrusters, Generators etc.)
That's it for now, I'd be happy to hear your thoughts on the ideas presented. Improve or roast the ideas to your delight.
The core idea: Add complex endgame content that doesn't alter casual experience. Try to introduce features that are internally consistent and that adds content to PvP enjoyers and Industrialists alike.
Idea 1.1 - Resource Impurities
- Asteroid Ores: Every asteroid ore contains traces of other ores.
- The type and location of the asteroid will determine the presence and quantity of these impurities.
- Even within the same region, there might be variances in ore purity from one asteroid to another.
- Direct measurement of exact material distribution in an ore is not possible.
- To enable Idea 1.2
- These impurities won't interfere with existing recipes.
- Some rare ores only exist as impurities within other ores.
- Some of these are so rare, identifying them even would be an accomplishment.
- Purification Process: Introduce methods to separate elements from a compound.
- Machines used for this purpose are inaccurate. There's a varying degree of material loss, and the unwanted material removal percentage differs.
- No two machines, even of the same type, will produce identical results.
- Homogenization Process: Allows for several alloys to fuse/ recombine
- Machine Calibration:
- Machines can be calibrated to achieve desired results. Calibration engineers can set the magnitude and direction of a change, but the result will be random.
- De-facto, we're manipulating machine states indirectly.
- Calibration data isn't storable, and relocating a machine resets its settings.
- Impact on Strategy:
- Stripping a machine park before a potential attack will require a time-consuming recalibration afterward. This discourages players from removing or de-calibrating equipment before a siege.
- Over time, a well-maintained factory station gains in value due to the fine-tuning invested in it. You can't just copy paste it due to the uniqueness of each machine in it.
- The ultra end-game meta wont as easily be composed of copy pasted near perfect solutions.
- Material science would offer an infinite resource drain. Quantity + Calibration->Quality
- Alloys and Composition:
- All alloys are custom-made. Their exact composition can only be deduced indirectly.
- Components of an alloy are identifiable only if they make up more than 50% of it.
- To estimate alloy components:
- Study the performance of products it's used in.
- Analyze by-products formed during its refinement.
- Purify an alloy to identify its main elements and inspect the leftover products to determine component ratios.
- The lesser the impurity, the more of it you need to accumulate to identify it.
- Density measurements might be possible but could simplify the deduction process too much.
- Standard materials specializing in material purity might be used/consumed in a process of comparision.
- A Pure "alloy" of just a single element will rarely be an ideal alloy for any application.
- Branding: Alloys can be branded, for example, “BIO electroPlus 05” or “ITC plasmaAlloy 3001” during production.
- Company names or player names requires authorization to be used in brands in order to prevent Auction House Counterfeits.
- Typically, only the primary material in an alloy is identifiable. For instance, in auctions, you might encounter descriptions like “Nhurgite Alloy - BIO electroPlus 05”, “Ymrium Alloy - ITC plasmaAlloy 3001” “Bastium Alloy - Pegren DurBeam-X0007” or “Lukium Alloy - Unbranded.”
- On-site Refining: Allow for some of the processes to take place on ships.
- This incentivizes ore refinement pre-travel in order to save costs per trip.
- Allows wasteful refinement procedures on-site
- Refining machines are expensive, heavy, energy hungry and counts as weapons.
- Losing one, especially if well calibrated, would be significant.
- Requires a separate mining ship, likely protection as well.
- Ghidora to Refinery ship ratio in excursions up for debate.
- More miners per refinery ship -> shorter danger exposure time.
- Would also be balanced depending on the refinement efficiency.
- Refining machines are valuable, fragile, slow and have a considerable heat signature.
- Increasing the value added procedures pre-delivery would make for more valuable targets to pirates.
- This incentivizes ore refinement pre-travel in order to save costs per trip.
Idea 1.3 - Custom Machinery ( Weapons, Thrusters, Generators etc.)
- Manufacturing and Alloys:
- Custom machines can be crafted using various alloy combinations.
- The resulting machine can range in efficiency: some might be subpar, others as efficient as existing machinery, and a few could surpass them.
- When a machine component requires multiple alloys, it's divided into sub-parts. Each sub-part is dedicated to a specific alloy, influencing the final machine attributes. Sub-parts are only relevant from a manufacturing point of view and don't require 3d models.
- Developers can add more sub-parts or sub-parts of sub-parts as a way of balancing things or deepening the complexity of a late stage industrial ecosystem.
- The manufacturing machines themselves, along furnaces and material science machines might be subject to optimized production. Perhaps sufficiently refined machines allows for production of parts where more sub-parts are considered.
- Sub-part Attributes:
- Each sub-part has a secret, quasi-randomly generated multivariate function, dictating local maximums of different performance parameters. Each maximum corresponds to a specific secret alloy and the function gradient dictates change in performance due alloy compositional deviations.
- As you refine sub-parts, they demand more specific alloys. For example, an electrical component might maintain up to +50% efficiency with a particular ore. Beyond that, it might become less adaptable to slight variations in alloy composition. After this point, Mining lasers components might need different alloys than laser turret components.
- Application in Spacecraft:
- Ships can be customized with highly specific components. "Join BIO, we have the best autocannons"
- When printing a ship, specific machinery can be specified to be used.
- Faction conflicts can strategically target specific factories, invalidating fighter designs relying on specific custom parts.
- Salvaging enemy ships could yield unique machinery, offering parts not available in the general market. Over time, a pilot might accumulate a prestige fighter with BIO guns, ITC thrusters, ORION generators etc. A ship that couldn't just be re-printed if lost.
- Reverse Engineering:
- Melting down special weapons or unique alloys could pave the way for reverse engineering, though the mechanics of this remain to be explored further.
- Politics
- Having a monopoly on the production of a specific part would be immensely valuable.
- Perhaps worth crippling the competition for.
- Outsourcing production to industry leaders would give better gear, but also leave your faction dependent on them.
- Space Stations would be worth more than the resource investment after Station Blueprints are back. Losing or gaining a highly specialized factory would be big.
- Black markets for proprietary machinery and materials.
- Limiting some factories to belts due to gas cloud access would make key factories impossible to hide in the middle of nowhere.
- Might be good, might be bad. Maybe leave room for factories of lesser potential to be hidden.
- Hegemonic Corporations could have key strengths targeted.
- Having a monopoly on the production of a specific part would be immensely valuable.
That's it for now, I'd be happy to hear your thoughts on the ideas presented. Improve or roast the ideas to your delight.
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