Galactic Market recycling, new proxy wars and ship components

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Aid7en

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Dec 20, 2018
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Good afternoon!

I have divided my suggestions into 3 parts. I ask you to familiarize yourself:



A) Processing of the galactic market

1 There has been an AI trading mode in the game for a long time, but the empires themselves do not offer the player trade. I suggest adding the ability of the AI to put forward trading proposals itself, if it is friendly enough.

2 It would be nice if, at a certain level of intelligence, the player could see the needs of other AI resources and a mark of readiness to buy them, so that it would be possible to determine in a simple way to whom you can sell your resources and from whom to buy.

3 The game lacks credits. If a player doesn't have enough resources right now, the only way out is to sell something.

Decision:

Combining ideas 1 and 2, it would be possible to rework the intergalactic market, allowing the AI and the player to place lots for the sale and purchase of resources (i.e., the player places the need to buy 50 alloys per month and the desired price, and the AI either sends supplies at a dynamic price every month, or comes out with an offer to conclude a long-term contract in the window of negotiations between empires). Idea 3 in this case could be formalized in the form of an issue of an alien loan "bond" - when a player or AI asks right now for a certain amount of resources with a promise to pay the entire loan with interest in the future for a long time.



B) Reworking the mechanics of supporting independence.

In the game, someone else's vassal can swear secret loyalty to you, and you can support independence. But in the event of a vassal's rebellion, you will automatically be drawn into a direct conflict with his overlord. I propose to rework this mechanics by opening the possibility of proxy war to the player and AI (war only on the territory of the state that you support without forcibly declaring war on the overlord and his loyal vassals.

Decision:

1) It seems to me that this could be implemented by "marking" the fleet as a peacekeeping one. You declare support for the sovereignty of AI1 and, for example, you have the opportunity to mark the fleet as a peacekeeping fleet for AI1. And as soon as he is in the territory of AI1, he is considered for the enemies of AI1 as an enemy. And it is possible, for example, to control it within the territory of AI1 and the systems to which AI1 has claims. And as soon as he leaves this territory, he is in a neutral space and cannot be touched (but he can't touch anyone either))

2) It is possible to supplement the mechanics of enclaves by allowing the player (or AI) to hire an enclave not for himself, but for the vassal he supports, assuming only the cost of payment.

3) The game lacks the opportunity to lend its fleet to another state and/ or lease. This would also develop the possibilities of proxy wars. After all, sometimes it is logical to support the enemy of the enemy empire in order to weaken it, but at the same time I do not want to participate in the war myself, because I am not sure that I can survive it.



C) Processing of the sameness of weapons and armor

In our world, there are rarely the same things from different manufacturers. For example, both Intel and amd produce processors, both use a similar number of cores and frequency, but due to the architecture, the characteristics are different. At the same time, we all use processors on silicon wafers, but the performance increase is provided by improving the architecture and reducing the process, and the transfer of processors to a completely different technology. It seems to me that in the game different empires should not have the same weapons and armor with completely identical characteristics.

Decision:

1) I propose, first of all, to fix for each weapon and armor some insignificant range of characteristics, the final value of which will be determined at the time of studying the technology. Thus, the laser of one empire can be 0.02 more powerful but 0.1 less rapid-firing.

2) It is possible to give an option sometimes to get a unique property to an open technology. (for example, for the necroid race, lasers can get the property of scanty vampirism as an option)

3) I propose not to immediately provide a completely new weapon technology, but first to give the technology to improve the old one by 5-10% (now the improvement of lasers comes after the unique technologies end). It would be logical that an empire that knows how to make unique lasers prefers to improve these lasers and specialize in them than to study new weapons

4) In the future, it is possible to add a component market in which the AI and the player could place their unique components for sale or buy someone else's, as well as the opportunity to negotiate the supply of certain components in negotiations between empires (perhaps this will be an unnecessary burden and difficult to implement)



Sorry for the mistakes, English is not my native language.
 

Harvey_James

Private
May 3, 2023
14
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in terms of the example of Laser mastery could be interesting if you go a step further and much like we have ascension paths for cyborgs/psionics etc,, u could have the optional techline you could commit yourself too too specialise and master Lasers which would then lock you out of other weapon types of turrets and in exchange u get Laser techs that buff the weapons and an extra 'Unique' Laser at the end of the mastery tree...
so blue laser tech - improvement tech - next laser type and so on until you complete them all them offer you too lock into Laser path - more improvement techs - Unique Laser weapon at end - repeatables at end as usual..
- benefits are unique laser with a few extra Laser mastery skills u couldnt otherwise get
- downside it locks you out of the other weapons paths...
This does offer a way of specialising in your favoured weapons and having a advanced weapon of that type u couldnt get otherwise..
 
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