Post by contributor on May 21, 2014 16:27:10 GMT -5
So I posted to another thread about Indie planets and what should happen to them and then I had some other ideas. I think it's best to just start a new thread to see what people think should happen with them.
At the moment a planet goes Indy if it is really poor quality (like 2 I think??). I don't know all of the ramifications of this other than a flag change. You can still designate what to build on Indy Worlds and they still add, or suck credits to/from your overall economy.
Anyways here's my thoughts from the other thread I'm curious to see what others think:
At the moment a planet goes Indy if it is really poor quality (like 2 I think??). I don't know all of the ramifications of this other than a flag change. You can still designate what to build on Indy Worlds and they still add, or suck credits to/from your overall economy.
Anyways here's my thoughts from the other thread I'm curious to see what others think:
I think it would be interesting if Indy worlds had some unique role/benefit. There are certain things that just can't be done at a faction world with all the surveillance and security. Indy Worlds have a roll to play in being somewhere where industrious if not unscrupulous types can ply their unique trades. Trades which might even ultimately benefit the corporate types. The royals need some place to make their exchanges in forbidden technology and everybody needs some place where they can take care of their dirty little secrets.
I'm not sure what that would translate into in the numbers game though. Maybe some sort of black market that would only be helpful when at optimal levels. No indy worlds, and it's hard to wash the laundry, too many of them, and before you know it, the thugs are pushing themselves into legitimate business and recking the whole economy. Say, when black market is at 7% of your economy you get an awesome bonus from it. Too low and you get nothing from it, too high and you start getting penalized.
As I keep thinking about Indy planets...., have you thought about taking them out of the economy entirely and removing control of their build queue? It doesn't make sense to have the Senate dictating to them, what they have to build. The black market idea could still work in this context. The more Trade had been built up (or they later build on their own?) the more blackmarket effect they generate.
Read more: startradersrpg.proboards.com/thread/7808/planet-quality?page=2#ixzz32O3QDogd
I'm not sure what that would translate into in the numbers game though. Maybe some sort of black market that would only be helpful when at optimal levels. No indy worlds, and it's hard to wash the laundry, too many of them, and before you know it, the thugs are pushing themselves into legitimate business and recking the whole economy. Say, when black market is at 7% of your economy you get an awesome bonus from it. Too low and you get nothing from it, too high and you start getting penalized.
As I keep thinking about Indy planets...., have you thought about taking them out of the economy entirely and removing control of their build queue? It doesn't make sense to have the Senate dictating to them, what they have to build. The black market idea could still work in this context. The more Trade had been built up (or they later build on their own?) the more blackmarket effect they generate.
Read more: startradersrpg.proboards.com/thread/7808/planet-quality?page=2#ixzz32O3QDogd