This should be an interesting Read, So bare with me.
Few things to know before we get started,
The universe is free travel like eve, But only after a training period (like the start of black prophecy) until they you are in a single system For a few hours (3-4) played time. After this, they should notify you on how to leave the system and to start in the universe, I think the transition should work something like go report to someone over here, and then he gives a few additional informational quests to get you situated.
There is a tier system in this design, but its not as the current system is exactly. In the current game, there is a concept that i wish to expand on. That is that as you grow you gain access to more advanced technologies (like cloaking, and heavy weapons). In my version of the game, this tier system is called “technology level” and a tech level 1 ship can fight and kill a tech level 5 ship, almost easy as he can a level 5. The only major difference is that he cant cloak, and the tech 5 ship has 2-3k more hp.
Lets get Started.
The galaxy Will Be Layed out into 3 Zones.
Home World System - The Primary System of a race, Acts as the main location for the race’s focus, and also the races major trade hub.
Racial Colonies - These systems are the primarily safety zones of the game. For players who are not interested in conquest of the universe. (Like eves high sect).
Outer Sectors - These are the conquest Zones of the game for corporations. They can be built up to being consider part of the races sectors (which takes lots of time).
Outer Sectors - Reputational levels
Allied Sector - This is when a corporation conquers a zone, and its neighboring its races main systems, or connected to it.
Independent sector - This Sector is not connected to its races zone. Its considered a free sector (see below by this matters)
Hostile Sector - This is the sector belonging to another race.
Above You can see the layout of sectors. The blue is an home-world sector, The green is colonies, And the Grey is for Conquerable Outer-sectors.
Conquest System, and the universe.
What i would like to see in time is the conquest system influencing the universe, and i designed this system to do so. what will happen is those core
sectors will always belong to that race, we can say their military is just to powerful to conquer those zones. But the Outer colonies can be conquested
by any of the 3 factions (or even others in the future)
What Will happen is we will give the universe a layout. This will be divided into zones, and those zones will fit over the systems of the universe.
A concept is as follows
Now as you take Sectors, The Start to Change Color, Just Like they will for conquest of Sectors. Thus, Players will start to shape the galaxy.
Now in time, you will cause the players of the factor wars to spread and change the galaxy through their conquest. This will give rise to corporations
That can either Fuel their race, or work independently. Further, Such relations can have benefits.
The benefits of sectors
Allied Racial Sectors will give discounts on repairs for their race, and reduction to their races module depending on the systems loyalty.
Loyalty of a system builds over time, and only represent how long its been under the control of that race (specifically that races corporation who
conquered it).
Independent sectors are under the control of those who are not declaring a support for their race. These sectors will gain a bonus for things
that can be added in the game later, Most specifically Trading. But will also offer a lower reduction to repair costs and modules, but will also
Grant it for all races.
Enemy sectors can be traded in, however the repair and module cost rates will rise (+10-+15%) above normal value.
Conquest of the systems and how this will work, can be worked upon and developed by the devs, but it should include some sort
of military based game/match/action. And these mechanics should have a cool down for the system. in other words, you cant spam
attacks at it, it has say a 4 or 12 hour cool down on it (i’d like it to vary based on the loyalty of the system, the higher, the longer the wait)
Life in the universe as we know it
I would like to see the universe have many aspects to it. Here is a list
Trading
This is a subsection that i can talk about all day, Im a pvper by nature but trading i have always found to be fun if designed right.
sadly though in eve, i found it to be a large turn off because of its complexity.
I would like the trading to be based from trade-based only stations that are located say every 2-3 systems in frequency.
The reason for this is because of the simi-compelx nature i wish to give to them.
In a system we will have planets, and based on the core planet of that system i’d like to see it produce a specific or Specific types of trade goods
based on the planets composition (atmosphere) it self.
I would like to see at least 8 different types of planets, but welcome more. Below is a list. I have listed them according to max population (Will effect the trade goods production rates, The top will produce the fastest, but cheapest, and the bottom the slowest but most expensive)
Earth like
Ocean
Water
Rock
Desert
Ice
Volcano
Gas
Each planet should offer unique things. For example Rock planets can provide Gold, one of the highest valued trade goods.
Ice planets can offer uranium, and earth planets food.
In addition to what each planet offers, they should also demand a Product.
Products should be created or made automatically by sims, and deposited automatically on stations.
this way you can log in, and search for example the sector trade list to see what each station has on it then fly there.
this will encourage traders to seek the trade goods most expensive, which will cause their demand to be very high by player
base, Increasing their value greatly. Out side of doing that trade, their normal runs will be spam low quality goods, or moderate quality.
Purpose of mining: Simply to make money, and offer PvPers something to shoot at.
Note: Trading goods will not exceed say 50 in amount say 5 goods per planet.
The Purpose of Trading: Trading will offer The planets the goods they need. A corporation focused on this
can grow the systems income rates. As the station sells goods, Either to its own members, or visitors, It gives some
of the profit to the corporations.
Now lets say the corporations member buys 100k credits in trade goods, because is a corp member, he will receive 10% off.
Further, the station will pay to the corporation 75% of what it made by selling the goods. (25% is to help stabilize the economy)
So traders by trading at your station increases the corp wallet, and your own, but others visiting provide even more benefit
by making more money because of that other 10% gained.
Mining
I would love to see mining in this game, but i would like it to work fundamentally the same as eve, but at the same time its purpose to be different.
I enjoy the concept of various types of rocks to min in eve, but i think it may be to complex So i am looking at simplifying it but also making it improve in none-racial colonies Basically i want to see three types of nodes to mine they are as follows
Small asteroids, have a limited amount of minerals in it
Large asteroids Corporations build rigs on these to automatically mine for them. They Will be managed in a corporate panel to officers.
Comets: These are unlike the other two. They are extremely rare, if there is 100 systems in the universe, they will be present in 20-30, they also Are randomly generated.
Small asteroid belts will offer 30-50 asteroids. the value of each will be 25k-50k (belt should be a few million credits, but take a few hours to mine) They are also
very common in racial colonies, and have a respawn timer of 2-3 hours.
Large asteroids Are singular per a belt. They cannot be destroyed. They will only permit one rig on it at a time. And will auto-sell its minerals
at around 125k every 2 hours.
Comets are mined by rigs, cost a lot to build, but will produce the highest income. The are destroyable and have a 12-18 hour respawn timer on it.
Generally they will make 500k For a corp in 1 hour, then die off.
Type of mining offered.
Rigs - For large asteroids, and comets. Cost Money and time to build.
Mining Ships - These vary in tiers,the higher the tier, the faster the mining rates. Mining barges have the ability to refine and sell the ore automatically.
Each race has a unique benefit to mining.
Federation: -Fed Mining ships have mini-drones that automatically refine and sell your ore from your cargo hold.
Empire: increase refining rates, gaining a bonus amount of the materials refined.
Jericho: Explosives -Fed Mining ships can equip special Mines that detonate on use of a detonation module (Active). Be careful, they can damage your ship!
Purpose of mining : Mining will grant two minerals. The first is gems, and ores that are worth lots of money (small asteroids) the second is special metals
like Uranium, and titanium to build special things like space stations, and capitals.
Travel in the universe
This is how i see the universe working. While i agree that jump-gates are amazing, I am against them in principle because
they cause gate camping. And even if you add weapons to the game, you will get some abuse. So i am looking at a travel system
that is not based on gate use, However i believe the core systems for each race should connect each other.
What i have designed is a system based on tiers, That promote the tier ships at a higher rank to be favored over the others.
As technology progress so do does its ability and performance. So i would add new mechanics to each ship.the First
is a fuel storage and a calculation to base its usage on range of the jump (and only that). Then i would add a mechanic
Max jump range (that would be something like max jump calibration 2.5ly (light years). I would design it so that any
ship can make any jump, but the lower tier ships would need to refuel after 1-2 jumps if they were say 7-10Ly (10 or 15 ly being max).
This would make travel difficult on lower tier’d ships, but easier on higher tier. The primary reason i did this
was to motivate leveling, and also to give traders a sort of advantage over pvpers. I would for example Make
a cool down of the jump/warp system (15 interceptor, 30 fighter, 60 frigate). Trade/mining ships would be around 45 Seconds.
Lastly, i would add an X,Y Mechanic to that game so that players can choose where they come out of warp, and on top of that
adding a mechanic to prevent warping to the station to be closer then 10k. (so you can warp instantly to safety you still have
to travel at least 10k to get docked up and safe. I would also add Passives to reduce this to 5km.
- More to come as requested.
Edit: i want to add the followig
When being a corporate member, you can view the stock of any trade station in your corp space.
This is a benefit over visitors, to help corp members have a benefit of trading in their own space, which
encourages some increase focused as an economic empire.
I’d like to see the large asteroids used for military defenses to. Maybe the can act as footholds to prevent conquest of a system.