Post by Stage 3 on Nov 17, 2020 12:53:08 GMT -5
First, the latest update looks great for explorers - as impossible as that seems this games just keeps getting better.
Mining. Refining. Building.
Each slides directly into the current framework and mechanics.
Each has new ship modules, talents, and jobs. (Additional mechanic and engineer talents for example)
Miner job primary with secondary and tertiary in repair and ship ops for example.
Chemist (Refinery) job primary with explore and command or some such.
For mining you would go to a wilderness or orbital planet.
In both cases the mining card game risk and reward factors including certain skill pools and captain attributes just like spying, patrolling, etc.
However much raw material is produced with a positive result goes to either stash (bottomless) OR cargo hold space if at orbital.
Very high skill pools and attribute pools can possibly produce very valuable materials, otherwise it is very rare to see such cards drawn.
As with exploring there is a limit to how much mining of a "vein" can be done each year based on planet attributes.
Refining and Building are similar.
However much raw material (or refined material) is either in cargo hold or local stash converts to either refined material or finished product based on card drawn in game.
Product either goes back in stash or into cargo if not at stash.
Unlike mining these 2 could be done at any planet using cargo hold instead of wilderness stash thus impacting risk factors of card game.
Again, very high skill pools and attribute pools could produce very valuable products.
Which raw materials lead to which refined is straightforward.
There would be a matrix of which and how much raw and refined leads to building products, medicine or electronic components for example.
The reward cards would have to be balanced so a high investment in crew, talents, and ship models was as potentially lucrative as high end merchants or explorers or smugglers.
Also, I would think refining ship modules would be significantly more costly and massive than mining and manufacturing/building modules significantly more costly and massive than refining.
For example, you could maybe build a mining/refining ship, but with very little to no cargo space left.
There could be very expensive and large high tech refinery and manufacturing modules as well.
This could promote "fleet" style play.
Start with a small mining ship and one good mining planet and add more as you progress each with acceptable proximity.
As fortune allows either add a dedicated refinery ship or a much larger miner/refiner with some tradeoffs vs one for each.
Later add a manufacturing ship and maybe a cargo vessel.
Keep ships in central port while each in fleet does its runs.
Also, if you just want to manufacture (or refine) you could buy refined (raw) materials from market instead of making them though that cuts a lot of profit.
Even the largest ships with the very massive and expensive high tech manufacturing modules would have basically zero space left over for cargo modules.
Mining. Refining. Building.
Each slides directly into the current framework and mechanics.
Each has new ship modules, talents, and jobs. (Additional mechanic and engineer talents for example)
Miner job primary with secondary and tertiary in repair and ship ops for example.
Chemist (Refinery) job primary with explore and command or some such.
For mining you would go to a wilderness or orbital planet.
In both cases the mining card game risk and reward factors including certain skill pools and captain attributes just like spying, patrolling, etc.
However much raw material is produced with a positive result goes to either stash (bottomless) OR cargo hold space if at orbital.
Very high skill pools and attribute pools can possibly produce very valuable materials, otherwise it is very rare to see such cards drawn.
As with exploring there is a limit to how much mining of a "vein" can be done each year based on planet attributes.
Refining and Building are similar.
However much raw material (or refined material) is either in cargo hold or local stash converts to either refined material or finished product based on card drawn in game.
Product either goes back in stash or into cargo if not at stash.
Unlike mining these 2 could be done at any planet using cargo hold instead of wilderness stash thus impacting risk factors of card game.
Again, very high skill pools and attribute pools could produce very valuable products.
Which raw materials lead to which refined is straightforward.
There would be a matrix of which and how much raw and refined leads to building products, medicine or electronic components for example.
The reward cards would have to be balanced so a high investment in crew, talents, and ship models was as potentially lucrative as high end merchants or explorers or smugglers.
Also, I would think refining ship modules would be significantly more costly and massive than mining and manufacturing/building modules significantly more costly and massive than refining.
For example, you could maybe build a mining/refining ship, but with very little to no cargo space left.
There could be very expensive and large high tech refinery and manufacturing modules as well.
This could promote "fleet" style play.
Start with a small mining ship and one good mining planet and add more as you progress each with acceptable proximity.
As fortune allows either add a dedicated refinery ship or a much larger miner/refiner with some tradeoffs vs one for each.
Later add a manufacturing ship and maybe a cargo vessel.
Keep ships in central port while each in fleet does its runs.
Also, if you just want to manufacture (or refine) you could buy refined (raw) materials from market instead of making them though that cuts a lot of profit.
Even the largest ships with the very massive and expensive high tech manufacturing modules would have basically zero space left over for cargo modules.