laplandz
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[ Star Traders 2 Supporter ]
Posts: 6
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Post by laplandz on Mar 31, 2015 15:54:21 GMT -5
just floating some idea's about how mining could be introduced, here are my thoughts....
you buy a mining-rig the same way you buy a ship, with many different types available, some mine something specific and some can mine more quickly for example. You navigate to a planet, go wild/wilderness and deploy the rig, this effectively grounds it and it cannot be moved once grounded. Every rig comes with an escape-shuttle-like-craft which gets you back to a nearby planet with a dry-docked ship, etc.
The rig would have crew that stay with it when grounded, these could be split into groups such as security, operations, research, etc. these can be altered to suit the planet. Random events would occur such as: - a cadarian-flu outbreak killed 1/3 of the operations staff - researchers have found xx amount of artifacts/weapons/records and are terrified to keep them due to XYZ, you need to collect them within xx time or they will destroy them. - Javat pirates have plundered the rig at xyz and killed most of the crew, perhaps you should have set more security? - Aliens attacked the rig and used the crew to harvest their offspring, even though the crew suffered immense torture and prolonged suffering, they remained loyal and at some point were able to fight back. As luck would have it, the researchers managed to combine the alien blood with the crews making them 1200% stronger. this allowed them to defeat the aliens and the crew now use the alien bones for tables and cutlery. The mutated crew will now work faster, harder and longer but will require a constant feeding of artifacts/vodka/chemicals/spice, not supplying these will probably... be a bad thing!
certain rigs could also allow special "staff" such as Technicians (expansion/repair), entertainers (moral), communications (letting you know something).
any thoughts/suggestions appreciated
Lee
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Post by slayernz on Mar 31, 2015 16:31:20 GMT -5
laplandz, great ideas ... it could actually end up being a whole game in itself where you manage a mining facility against Xenos, other treasure hunters, and rogue captains I'm not too sure that the whole mining aspect would fit well into ST itself though, although aspects could certainly make inroads into the game. Remember that ST is all really captain-centric. That's why you aren't able to fly multiple ships at the same time (ie, have a crew and first mate fly a second ship while you control the first. If you were running a mining operation, you couldn't just leave it alone. Too many things can go wrong, and you, as captain of an interstellar star ship have enough on your plate as Captain, Merchant, Negotiator, Navigator, Diplomat, Project Manager, and Provider to your crew. Flying from one side of the quadrant takes over half a year. Selling large quantities of goods, along with doing contracts results in year and even decades zooming by before you even get back to a particular planet. How would mining operations function with the CEO absent for so long? Other, less scrupulous captains would also think this is the equivalent of low-hanging fruit when it comes to plunder. Heck, if I knew there was a mining settlement on a planet, I'd be treating it as my own little farm. Would I care about the poor captain who funded the initial deployment? No. In fact, I'd probably bribe the site foreman and get him or her to regularly notify me if there are any good hauls, as I know I'd get there more frequently than the derelict captain would. So how would mining be able to be a part of the game? It certainly could be an addition to the contract types out there. "Provide x units of y to a mining facility in the wilds of planet z" "Rumors that a huge haul of artifacts has been discovered by a mining base on planet v" "There has been a major incident at a mining base on planet q. Increased Xeno activity in the area has been detected" etc.
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Post by hissrad on Mar 31, 2015 16:43:10 GMT -5
Wouldn't really fit star traders but,how about a game where you play as a planetary governor? You'd have to balance development of your colony,doing as your faction demands(taxs and troops and what not) dealing with the Xenos(Templar assistance for destroying Xeno tech or keep it and risk attacks). This on top of a the mining idea would be cool!
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laplandz
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[ Star Traders 2 Supporter ]
Posts: 6
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Post by laplandz on Mar 31, 2015 17:19:56 GMT -5
wouldn't need to be much different to cache-ing goods and the rigs could be subterrain. How about the military giving a mining license at level 21 or a new level 22, which grants the protection of your factions military for rigs on faction worlds.
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Post by Cory Trese on Mar 31, 2015 17:35:53 GMT -5
harvesting?
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Post by slayernz on Mar 31, 2015 18:39:24 GMT -5
wouldn't need to be much different to cache-ing goods and the rigs could be subterrain. How about the military giving a mining license at level 21 or a new level 22, which grants the protection of your factions military for rigs on faction worlds. Lots of ships in the quadrant probably have that type of protection from the faction already. Yet does that stop you from attacking/boarding, and even destroying the ship in question? If you heard about a productive mine, you'd consider raiding it, regardless of the factional "protection" it has.
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